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Warlock_holmez

Junior Defender
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About Warlock_holmez

  1. Just to note here, if you're responding to my suggestion, I did not state that lane modifiers would change each round but rather each "full game". They do this now already, but the modifiers don't do enough to really make us change our builds that drastically. My suggestion was to make more interesting and build changing modifiers (enemies avoid traps, can't be ignited, etc.) that would remain in each lane for the full duration of a game. EDIT: Ah, I think you may have been confused by this line: I was referring to the initial build phase. You'd be able to see what modifiers the lanes had and
  2. About your idea, I believe it is better than the current system, but still flawed. Ok, let me start with why it is good: - A lot better for solo players: Having more character is always better for solo ;) - Will help to remove the meta: Simple, more slot, other heros. - Will have a dps character: No need to explain this lol. Now why isn't it perfect (even though it s a lot better than the current system): It will encourage player to play with teams of 2 or 3 people. If a leecher or a weaker character joins, it will make them lose one character. By a Mushroom's Cake. Agreed. Though I think t
  3. I totally agree with you. The deck system is just a horrible system just think what it will do when they bring in more heros. Any thoughts on my first response? No one is giving me feedback lol.
  4. The number of characters you can have doesn't have anything to do with the Hero Deck and its limitations though. The OP is talking about the number of characters you can bring into a single game, for defense build purposes. Gems can't increase that. I made some suggestions on how to improve build variety without removing the HD, as I don't think it's removal would make that much of a difference personally. I did suggest that solo players should have a larger HD to play with. But I still think my other points are more important for this subject (build diversity).
  5. Any thoughts on my response? What do you think of all 3 suggestions I made? Think they would help build diversity while giving the hero deck more of a purpose?
  6. What if the HD scaled with the number of players in a game? When starting a map you could choose the max number of players allowed in the game. This could also (slightly) help balance the advantage groups tend to have over solo, while giving solo players more build options. Maybe even an additional non-builder slot for a dedicated dps character (the +1). Solo: 6+1 slots2p: 5+1 slots3p: 4+1 slotsFull: 3+1 slots Personally, I think the gear/sphere system needs to be adjusted so that each character isn't dedicated to a single defense type. It's incredibly intimidating for most players to feel li
  7. Tested this just now on my 5th hero. I was running along side a lv 50 who was farming the chests. He was able to down the boss instantly each damage phase. From hitting Replay Map to hitting it again took about 3 min. I earned 135k xp each game (with +145% bonus). That's close to 50k xp per minute, which is much better than Hard TR. I made it to level 42 in about 1-1.5 hours (roughly). Would probably have been 50 in under 2 hours if he hadn't left. I tested solo as well and it took me about 5 min per run, setting up some towers to help me. mmh i need 3 min with towers, and with oneshooting
  8. Tested this just now on my 5th hero. I was running along side a lv 50 who was farming the chests. He was able to down the boss instantly each damage phase. From hitting Replay Map to hitting it again took about 3 min. I earned 135k xp each game (with +145% bonus). That's close to 50k xp per minute, which is much better than Hard TR. I made it to level 42 in about 1-1.5 hours (roughly). Would probably have been 50 in under 2 hours if he hadn't left. I tested solo as well and it took me about 5 min per run, setting up some towers to help me.
  9. Looks really nice! It would be great if there was a section where you could list the item stats required for your build (or at least what the builder managed to complete it with): PrimariesSecondariesPassivesSkill SpheresetcThose are all part of the build used to defeat a map. Would be very helpful to view.
  10. I agree, BUT what if you're soloing? you don't want to level 4 characters at the same time just so you CAN beat the game and what if your team is mass ___ character? there is improvement to be made but i strongly agree True, though the current meta for upper Nightmare usually requires 3-4 different heroes anyways. It would just be nice if that strategy wasn't effective on every lane so that other defenses had good use.
  11. Such a simple concept that would open up the game so much and it's appeal towards people like your friend.
  12. I've been thinking about this a lot lately. What would it be like if every character could build and dps? Wouldn't that make the game so smooth and more fun? You could have one of each class (currently) to build with and then choose any of them to take on the wave with. Obviously item stats would need to be adjusted for this system. Each item could always give two Hero and two Defense stats, or something like that. It seems like it would allow new players to learn and contribute more to each game. It's very intimidating to have the need to grind up so many characters to feel like you have a ch
  13. I personally think it's mainly an issue with Lane Diversity. There are plenty of defenses but aren't enough places to use them. The current lane system practically just requires whatever defense combo can output the most damage. I'd like to see TE create more interesting enemy abilities for each lane. Give enemies abilities that prevent a meta build from dominating all of them. Maybe lanes/enemies that have modifiers like: Avoids trapsImmune to cold effects, not damage. (or fire, lightning, poison etc)Igniting on fire causes enrageetcAll of sudden you would need to utilize more defenses from e
  14. This is how I feel. To me it seems like a fundamental issue with the level/lane design, not as much defense design. They are all relatively identical so once you find the best solution for a lane, just use it on every lane in the game. There needs to be major variance in lane design and the way that enemies approach in each lane. Each lane should demand different defense layouts by using completely different enemy combinations and ways that enemies interact with defenses. Maybe some enemies can't be frozen or slowed, maybe some can jump over traps, or maybe absorb fire/poison/lightning damage,
  15. I just ran The Gates of Dragonfall on: Hard - 154,000 xpInsane - 163,000 xpI failed to record the time it took though.
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