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SupahMo

Defender-In-Training
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About SupahMo

  1. I personally don't think that there should be selective color re-rolling. If we are going to use small coal I think 4 small coal and 1 regular coal should be the prices for a random re-roll. In regards to the whole "destroying the integrity of DD by changing it's rng nature" I honestly don't see a problem with this. This is a purely cosmetic machine. It isn't making the game any easier. No maps are going to be changed by this feature. If we were talking about item size then I would have a problem with it because that does affect gameplay, but we're talking about colors here. I think the community is a bit smarter than a bunch of idiots rolling down a slippery slope. There is a difference between adding re-rolls for a purely cosmetic item and adding re-rolls for an actual gameplay feature. Anyway if this does become a major point of concern then I think the best way around it is to implement the cosmetic slot that inferno suggested.
  2. I agree with Plane that EV walls shouldn't be touched. I don't think that minions should be tanked in an effort to make walls a viable option though. I like the idea of making sharkens an actual threat to minions though. I always thought that them being the only defense with a hitbox that was immune to sharkens was weird. I do not agree with element suppression on the magic blockade. Giving a 2DU wall the effects of a darkness trap is a no go for me. I, however, do like the idea of a magic effect being placed on the thing that is attacking it. It just seems to fit the apprentace to me. I think something more along the lines of a "spell" being put on its attacker that makes it weaker in a way. The walls are rather pathetic health wise anyway so the idea that it would keep itself strong via magic seems like a good idea. Maybe it makes the minion attack slower or something. As far as the slice n dice I don't think it should get a damage buff. I honestly think that the only way it would be a viable defense would be to buff it to the point where it is just an absurd ogre killer and I think that is just the complete wrong direction to go about fixing the tower. I do like the thorns idea on the tower though. You could have the damage reverberate scale with tower damage.
  3. Reading martiman's idea gave me an idea. This is probably going to be super unpopular but I had the idea of like a damage fall off, kinda like an anti-harbinger. The longer a lightning tower hits a target the less damage it does to it. This would allow the tower to still be the amazing waveclear towers we love them to be but not the ogre killers/boss killers they are now.
  4. Right now chain length does scale with range. Scaling is here. Unless I read that wrong. Pretty sure 75 range units at 10,000 tower radius won't cover a map.
  5. I've believed that Lightning Towers needed a nerf ever since the apprentace buff. I feel that they were made way too strong. However before I get into my opinion I'd like to share some data. People have some questions about LT scalings and some are saying that you need huge stats to make LT builds reasonable. You can look at the graphs yourself here and the raw data here (note that this data is collected without a buff beam so in the real world the stats would be even higher). As you can see you get get very op lightning towers with reasonable stats. The argument that "they are only op with insane stats" is just wrong. As far as my opinions on how to balance the tower while still keeping it relevent; I think a damage nerf of some sort should be applied. The scaling on this tower is disgusting. It just doesn't fall off compared to other towers. I don't think the chain mechanics should be changed. They are the reason that this tower has become popular; it is a great waveclear tower. I love the idea of using LTs to cut down small monsters to increase the spawn rates. I think it is an excelent way to speed up builds. However, it just shouldn't be an ogre killer. The reason it is so strong right now is that it is amazing wave clear and it also kills everything. Place down 5 LTs and you will kill everything. Tower boost that and it kills bosses. They are too powerful. I mean they do ~5x the damage of a lightning aura for 2DU more. That is disgusting. The post mambo brought up about damage falling off based on distance from the tower is also an idea I can get behind. I can also get behind fixed chain lengths based on tower level. I think that could be good if it doesn't hard cut the chain number. Seriously you wanna veto the chain length/rage discussion because you are financially invested in keeping a 4 stat builder. Trump, is that you? lol
  6. Off topic but I also support the guardian fix. On topic, I think tower stacking should stay. I am in the boat that if you don't want to use it you do not need to. While I do see the argument that tower stacking is basically cheating since you can put more defenses on a 4 du beam than should be possible. I just don't think it's all that big of a deal. I can't think of a single build I used that wasn't possible before I started using tower stacking. I just use it now because it is faster to use my stack macro than it is to place them all out evenly to be honest. In regards to limiting builds do to a lack of strategic necessity I call BS on that. Lightning towers took away any requirement for strategic building. This all comes down to the simple point that this is a very client sided game. Nothing anyone does really affects me unless they are building. If you really hate stacking then just don't do it. It really is that easy. I for one will be lazy and hit F10 four times and call it a day.
  7. I agree with the starting mana bump. I mean why not. It isn't like dread dungeon farming is going to start being the meta and the bonus starting mana would make it too op. The extra 100 starting mana is just a nice little bonus to new players. I don't see a real argument against it.
  8. I already made a post about polybius I'll bump it I guess. I would be willing to make a post about LT balancing.
  9. I haven't noticed any pathing issues on ToP other than fish wyverns getting stuck at that northern crystal and the occasional djinn getting stuck under the bridge when one gets on top of the other and they freeze themselves. I have never opened the secret room prior to beating the Kraken so I can't speak to that fact.
  10. I have also noticed this bug. I primarily notice that fish wyverns get stuck there a lot. I have even seen this in Temple of Polybius during the building phase so it isn't just with ToW.
  11. This post will mainly be a continuation of the discussion that was had on this post. The major thing to be discussed in this post will be the Kraken boss. For me, this boss has a little bit of controversy in it. On one hand I do enjoy the challenge it brings to the table with its unique mechanics, but on the other hand it is clear to me that it needs some polishing. I am making this post to try and get some feedback on the boss and see if there is a good public consensus to try and make some of these changes happen or find out if I am in the minority here. The Tentacles This point was originally brought up by Plane and I think that if anything in this post should be changed it would be this. The tentacle health does not change with player count. The only thing that scales with player count is the crystal stage health. What this means is that the Kraken is almost impossibly hard to solo. I actually had to try and farm a better ember sceptor because my old one (~90k) didn't have enough damage to be able to kill all the tentacles before they respawned. It also makes the tentacle stage ridiculously easy when playing with more people. Some could argue that this is a good balancing factor because it makes the map more difficult (when running solo you have a hard time with Kraken and when running with big groups the rest of the map is harder) but I don't think that is a fair balancing point;. One boss shouldn't be the balancing factor for a map like this. Kraken Proton Elemental Weapon Interaction/ Proton Beam Interaction As far as I am aware, this limit is only during the tentacle stage of the Kraken fight. Turns out the problem exists during both phases. To introduce the problem is a quote from Plane. This was in response to a post stating that the EV's proton beam ability does 0 damage to the Kraken. Plane quote: "Rain is also useless against kraken. That's because you can only damage a tentacle every 0.25 seconds. Because of this cooldown, if you shoot the tentacles with a [Rainmaker], which normally hits 12 times (generic, fire, generic, fire, etc...), usually only the first of those 12 shots can hit, and it'll always be the generic damage because that hits first. So you generally only do about 5% damage vs kraken with [Rainmaker], and it sucks. Sceptre is great, though. Another problem a lot of people have with the kraken is that you can only attack its body from the front. If you shoot it from the side or back, it takes zero damage. It dies pretty fast and easy if you know how to kill it, but many players are confused about how to fight it and get frustrated. None of this is unique to the Polybius kraken. It has the same attacks and takes damage the same way as the Aquanos kraken." The elemental weapon damage is also not just unique to the Rainmaker. Any elemental based weapon (bone staff, bloodshot, ect.) would deal with this problem. A potential fix to this would be to try and make elemental based weapons hit with their elemental damage first. This would allow them to at least do some damage but then there is the problem of using weapons with multiple projectiles. Their damage is balanced around multiple projectiles hitting to deal damage and the .25 second limit only allows one projectile to deal damage. It could be argued that if the player decides to use a multi-projectile weapon then that is their fault when weapons like the Ember Scepter are available, but I am just putting out options. The other major point for this topic is the EV's proton beam. It isn't that Proton Beam is ineffective against the Kraken tentacles due to the .25 second limit that is the problem; it literally does no damage to them. I believe this bug should be fixed asap. I understand that it would make the Kraken boss easier and as a result would be considered a balance change, but allowing a bug like this to remain unfixed for the sake of balancing shouldn't be allowed. If all of these changes to the Kraken make it a cakewalk then the Kraken should probably be buffed. Maybe give it more health or more resistances. I believe that if proper scaling and proper weapon interaction can be achieved while also buffing the boss to keep it at the same relative difficulty would just make an already amazing map even better. To be honest I don't see much of a downside to all of this but I am open to suggestions. Problems With Getting Stuck The last problem I have with Polybius is constantly getting stuck. I notice that this problem happens a lot with assault-type maps and I am not sure that much can be done about it. It isn't a problem with the map itself but rather than the game engine. Countless times I have been body blocked by mobs and been completely unable to move. Dark Elf Warriors stand on top of your head and you can't move. You are flying as an EV and a monster gets underneath you and you can't move anymore. It happens all too often. In this case I actually got stuck on top of an invisible enemy and couldn't move until it despawned. There is also a problem I have had a few times when trying to kill the turkey where you can get stuck under Polybius. It happens to me mostly if I am trying to proton beam the turkey while flying to prevent getting knocked back/swarmed by turkeys. If you accidentally get too close to Polybius you can actually get stuck under him and you will sit there until you die since it can't despawn. I am not sure a whole lot can be done about this but it would be nice if there could be a fix. I know that was a lot to read and if you made it all the way through then I thank you. If anyone else has anything they'd like to add I would be more than willing to add it to this list.
  12. Oh I was under the impression that you were able to get the proton beams to work by removing the .25 attacks per second. If you were able to get proton beams to work that way I am not sure it would count as much as a balancing change. Yeah it is giving more use to an already strong dps character, but it isn't allowing it to do anything that any other dps can't. It is simply making it so that an ability can actually hit a boss. When the bugfix for making blaster rifles actually able to hit the old one went through it wasn't a balancing change. I would personally put the proton beam fix into the same category. However if you were able to fix the proton beam by removing the .25 second timer then that would be a severe balance change and I agree with you and probably say that it shouldn't be implemented. Regarding the other kraken changes, I agree that the fire attacks shouldn't be touched. With 90% resists the fire really isn't that big of a problem. On aquanos you just have a healing aura that largely mitigates the kraken's damage and on polybius you should be using a fairy anyway. Funnily enough the most damaging attack I know is when it throws the water ball at you not the fire attack. Regarding the tentacle HP scaling, I personally have experienced the solo poly horrors. I actually was incapable of killing the boss with my old ember sceptor (it wasn't that great because I really hate ember so I had to get a new one) but the boss was actually impossible for me to kill. I was unable to kill all the tentacles before the other ones regenerated. I would definitely like to see some scaling on those puppies. I think I'll make another post regarding some poly changes. I had a couple other gripes as well. That way we don't keep hijacking this guy's post.
  13. It's not intentionally disabled. It's a bug. We can fix it if the community wants it, although as Travence points out it would be a balance change. I figured out how to make beam work against kraken on my local copy of DDDK tonight. Rain is also useless against kraken. That's because you can only damage a tentacle every 0.25 seconds. Because of this cooldown, if you shoot the tentacles with a rain, which normally hits 12 times (generic, fire, generic, fire, etc...), usually only the first of those 12 shots can hit, and it'll always be the generic damage because that hits first. So you generally only do about 5% damage vs kraken with rain, and it sucks. Sceptre is great, though. Another problem a lot of people have with the kraken is that you can only attack its body from the front. If you shoot it from the side or back, it takes zero damage. It dies pretty fast and easy if you know how to kill it, but many players are confused about how to fight it and get frustrated. None of this is unique to the Polybius kraken. It has the same attacks and takes damage the same way as the Aquanos kraken. Makes sense that it is a bug. Doesn't really align with the CDT MO to disable an ability. I am not sure if it is possible but it would be nice if there was a fix for that sort of thing. You were able to remove the damage limit imposed on the tentacles which is a good first step but that leaves them susceptible to insane unintended damage. There would need to be some sort of way to equal it out. If you just increased the health on it to make up for the removal of the damage reduction then you hurt people using more traditional weapons like the ember sceptor. Same thing goes for adding increased resistances on the tentacles. Only thing that seems fair would be to try and fix it for the abilities/weapons that don't work. Would there be a way to make it so that the proton beam works at all? Maybe it only does damage once every .25 seconds?
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