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Valthejean

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Valthejean last won the day on February 25

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  1. I posted this idea on the steam forums, but it seems like that place is a bit of a ghost town, and then I remembered that this forum existed. So I thought I'd try my luck and post it here. It bottles down to, I think DDA could really use some freshness to it that really sets itself apart from the other games, and also make it more fun for future additional content. So without further ado, the copy-paste: My biggest two gripes with the game come from the Hero Deck and Rift mode. For the Hero Deck, it feels like it's just kind of tacked onto DD1 without really any consideration for how it changes the feel of the game. At its worst times, it's frustrating because of how many heroes are needed to complete a build, which are more than four. In addition, whenever the developers add in more characters to the game, this is just going to compound the issue. What you would probably be surprised to hear, however, is my solution isn't to scrap the hero deck. Quite the opposite in fact. I think the Hero Deck needs to be unique and flavorful, and really justify its existence. So with that in mind, I think the Hero Deck could be treated as a sort of "customizeable" paragon leveling. The way I envisioned it would look like this: the Hero Deck has its own levels that you gain as you play the game. Regardless of the characters you put into it, your Hero Deck gains exp and has a level. In addition, the Hero Deck is locked at the start of a match (before the build phase.) I know this is going to be upsetting to a lot of people, because of the aforementioned need for more heroes. I did, however, have a solution that I think not only justifies the existence of the Hero Deck, but alleviates that frustration of the limits. As I mentioned before, the Deck has its own levels. Now, what if the "Points" that you get to spend in your hero deck are based on what characters you have in your deck. Each character would have a sort of "talent row" unique to that class, which applies benefits and bonuses to all characters in your deck. This could range from all sorts of things. So for example, if you had a Squire in the deck, then you could put points that increased the tower health of all towers built by everyone in your deck, or put points into a "thorns" ability that reflects damage back on enemies when attacked. The apprentice could have an "overburst" talent where dealing damage to a mob that exceeds its remaining health causes an aoe around that mob as a % of the overflowed damage. Mind, this is just an example of how you could put in cool, unique things to customize our deck with based on the heroes in it. The idea is that it's another level of customization that would give flavor to the Hero Deck to work WITH us rather than against us. What would really make the deck shine is the addition of new characters. Because not only are they adding new towers, but new synergies with hero deck talents. So even if you had a character who wasn't putting points into tower stats, they would still be contributing to the Hero Deck for your overall build. This takes off some of the burden of a 4 character limitation on our Decks, because rather than feeling frustrated at having to constantly swap out people in the deck to start the build every round, you're now playing with the limitation, accepting pros and cons for each character. I feel like this will greatly expand the amount of builds we're able to bring into the game. The second gripe I had revolved around Rift mode. In theory, Rift mode is a great idea. Mobs do new mechanics, great. But the Rifted gear is really where it feels like a dud to me. I don't think the rifted gear is very interesting. It's just "Does more damage/is more effective against rifted enemies." That doesn't feel exciting to get. In addition, because of the nature of the rifted mode, if you don't start playing rifted mode from the start, you get this frustration of having to downgrade your gear with worse stats just to get a rifted set. With the idea I have in mind, this could help make rifted gear more interesting, and also avoid that feeling of putting on worse gear to get a better outcome. The idea is simple: rather than having a rifted type of gear, keep gear as it was previously. However, in rifted mode games, a new type of gear can drop: gems. Gems, depending on what color they are, can be "socketed" into your equipment, granting that equipment the rifted affix, with its numerical strength being a stat that's rolled with the gem (so that harder difficulty gems are more valuable.) This will resolve the issue of having to downgrade gear, and also open up more possibilities for the next idea: Rather than just making towers more effective against rifted enemies, why not make them similar to the special affixes that DD2 had? Lets have them CHANGE the mechanics of towers, for a numerical boost. Why do I say this? Because right now towers are just carbon copies of DD1. And there are a lot of towers that need some love. What this mechanic offers is a chance for continual development and addition of towers, and giving us a way to truly feel unique in our loadouts to everyone else. So as an example, let's say Squire finds a "Red" Gem. That Gem can be socketed into a helm let's say, which will effect his harpoon turrets. Now, the red type gem can roll several different affixes for that slot. In this case, let's just say it rolled something like "Your harpoon turrets now fire 3 bolts in different directions, dealing X additional damage." The Squire says "Cool" and sockets it in. Now his harpoons are numerically better, but are behaving in a different way which could potentially change how this player does their build. Then, Squire keeps playing the game, and finds another Red gem. This time, however, it rolls with a different affix: "Your harpoons apply an oily slow on the target, reducing their movespeed by X" Now, the Squire has a choice of what he wants his harpoons to do. This allows for a greater amount of customization for the player, letting us work with an interplay of changing up our towers. The benefit to this system, is that you can keep adding more affixes. You can make gems drop based on maps, which will in turn allow you to continue adding rift specific rewards to new maps as you create them. Mechanics like these offer the player real tangible choices between what they want their builds to look like, and I think it would make Rift mode far more engaging than it currently is. And that was my thoughts on the matter. Apologies for the rather lengthy essay, just felt the need to get it all out there.
  2. ....huh? I was quoting a previous comment. What on earth are you talking about?
  3. Given that they fired their last one due to lack of sales, even though she was doing an incredible job and was basically handling all of the problems OP mentioned, I don't think that's a particularly grand idea. Sidenote: WHAT? They're rehiring this position now? I'm sorry, but bring back Mary please.
  4. The summoner had two pet slots, allowing him to double up on dps pets. So saying he only had towers isn't particularly correct. MU would only be acceptable if the minions despawned if you swapped out of the summoner, otherwise it's just another stacked layer of terrible balance. Make it tied to the hero mana rather than build mana, and I'd be down with it. Something like each minion costing 5-10 mana, which reduces your maximum mana pool by that amount, making you choose between active abilities and more mana. I don't think it would be healthy for the game to add in another layer of building points that end up becoming required to progress.
  5. Glitterhelm NMHC survival (20-25 gives about 50 mil exp. 15-25 gives about 90 mil) is going to be your best bet if you can't farm massacre. Campaign Massacre is going to give you more exp per hour, but only if you aren't struggling with it.
  6. You're not the only one on this. The game is being damaged because of some really significant details relating to what you brought up, I just didn't think this was the right thread to do it in. I had been thinking on a major overhaul of the game that would make it a lot more engaging, but I haven't really posted it because there is a very strong opposition to changing things from the original. Going back to the topic of sirens, I don't think they're healthy for the game. With every new difficulty tier, more and more towers become practically worthless. Apprentice towers are barely standing on their feet and that's only because the buff beam exists. Right now, we're at a point where it's just buff beamed traps and auras, because everything else just isn't worth it. You know, unless you're using gear easily gained from earlier exploits where your stats are in the 5k range, then yeah you can do whatever you want. Good luck to new players who didn't have that advantage.
  7. I like the points you raise. The siren essentially means that there shouldn't even be an option for a hybrid or builder character. Because you're just shooting yourself in the foot by doing so. A character like the siren works in DD2, because DD2 allows you to split your hero and tower stats on different gearslots completely. It's also severely limiting in solo play. You either have someone who can't address some of the random sirens that spawn because of the element you have, or you have a dps huntress and that's your only active hero.
  8. It's difficult to track, but yes it can happen to any projectile tower I've found. I'm not sure how relevant this is, but I only seem to experience it in survival, specifically because it only seems to happen after you've played many waves (in campaign you're done with the map before it can happen.) But it's entirely possible that this can happen in campaign, I just haven't experienced it yet.
  9. Not sure what to tell you at this point tbh, would have to look at the build you're using. Prior to the promenade nerf I would have agreed that summit is far harder, but with the buff beam summit is incredibly easy. The buff beam makes any map where you can clump many defenses together to be buffed all at once much easier. You can still somewhat do that in promenade, but it's significantly less than you can in summit, and summit has the same number of access points. More importantly, Summit's ogre spawns are far more consistent. You only get 1 ogre spawn on the north end, so most of your single target can be focused on the southern end for copters/ogres. Promenade has copters come from three different directions. Also summit drops the dragon pet, which is a great pet for entering into massacre with your squire.
  10. I'm actually curious, does it only drop on campaign, or is it added into the boss loot drop for survival? (For reference, boss maps have drop a random survival pet from their act maps on the end wave, so Alch Lab can drop a wave 25 version of the Rock)
  11. Could not disagree more. There is now zero reason to run that map. Summit is leaps and bounds easier to farm now. The DU change is actually a bit more than 30 just because the adjusted ogre spawns now means we also need barricades in two more entries. It might have been easy for masters in this game with overfarmed stats, but there are still other players who play this game, and promenade was a fantastic stepping stone map. Now there is literally no reason to run it, it doesn't drop a pet people use, and it's way harder than summit which is objectively better rewards.
  12. I've submitted a bug report on this and mentioned it in the Steam forums, but I figured this forum might have a bit more traction on this. Right now it's kind of a critical bug. DSTs (and sometimes other projectile towers) will cease firing. I'm not sure what is causing it, but the reflect beams in front of them should be enough to assume it's not spider webs, and even then spider webs are a temporary debuff, this bug seems to cause them to stop completely. I made a recording of it as well for people's convenience: This has kind of stopped me dead in my tracks in terms of progression. I'm trying to level up my EV and a DPS Huntress, because I need them for massacre, but the best sources of exp are now locked off to me.
  13. Agreed. Even though it may be an additive bonus now (which is a good change) it's still being balanced around using these beams. I mean, why WOULDN'T someone spend a measly 4 DU to buff practically all of their towers, you would be insane not to. Take Promenade for example, even with these really uncalled for DU nerfs, I get about 4 DSTs with a buff beam. That buff beam more than pays for itself. It's 1/2 the DU of a DST, and buffs their damage by around 50% or so. There is no situation in the world where I wouldn't choose to have this.
  14. Definitely doesn't fix it....but I'll at least take it. I really wish there was more documentation on the total changes right now. Because while I'm boosting my EV I have to figure out if a boost monk or a huntress dps is going to be what I need for massacre, but I have no idea how these buff changes will effect it. What I can say is that DSTs without a buff beam are still 100% worthless in massacre. And Sirens still make building pretty much entirely cc, because otherwise gas sirens ruin your day with sharken. It's a good step...we just need a lot more.
  15. I can't really say I blame him for coming to this conclusion. While it's certainly possible that there was some accident or hiccup, this is the state of the released patch after it went into delay to polish it up. I can understand CG being a bit disheartened by this kind of reaction, but I also can't blame someone when it's a pretty glaring issue.
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