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Oevaag

Junior Defender
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About Oevaag

  1. Can't help feeling they have the the dailies and weekly's back to front ^^
  2. Am 100% behind you OP. This has been an issue for me for quite some time. My tower characters just aren't capable of dps'ing down those mobs that need to be taken down quickly. Even the huntress struggles to take out mobs in tower build. I counted a few times on a burrower......... 87 hits on average it takes her to take down one of those on nm4 (by which time another 2 have shown up and dug in). Made all the more difficult by the fact that she seems to change target to any other mob that happens to walk by.. My waller squire, even with his high health, just can't survive the ranged guys while trying to take out a burrower (while ofc changing target to any random mob that walks by even when I'm right up against one) and my poor monk and app struggle to help with mobs on nm3 nvm nm4. The new hero deck is helping a little but I've just always been unlucky with my drops even with an active character. Even with 2 squires in my deck I'm just not getting hearty drops and, for now, I'll just need to keep farming nm3 incursions until I do finally get some good drops on my builders. I am loving my new dps Abyss lord (nice to finally have a dps in the deck) though have noticed all her passives seem to be tower related and nothing on his abilities yet but at least I don't feel totally useless when having a go at a nm4 map with my mate. I'm hopeful that the upcoming strategy revamp and adjustments to drop rates in the new deck will help and am happy enough to bide my time until then. I like your idea of being able to select a particular character in your deck for being the "active" character for loot though or that the character revamp makes dps'ing on a tower character more viable :)
  3. Named mine Dunwich if that makes you feel better :)
  4. I liked the look of the pyromancer. Would love it to have a lava spray which when hit by water turned mobs to stone and those became temporary walls kind of thing going on :D
  5. I love the idea and, totally, towers should stay. Got no issue with penalties for characters swapped out of deck but, not really necessary in my opinion as only those in deck get loot or xp etc. Certainly from my point of view it would be great to swap out a tower guy for a dps when soloing.
  6. Those are the details we're going to figure out. What do you think? Should the towers stay? Should they disappear? Should we give bonuses or penalties for keeping certain heroes in your deck? This is the kind of feedback and idea generation that we're hoping to see from the community. If the towers remain, I think, it would satisfy the solo players who hate the hero deck so much (like me)
  7. What's the difference between a truck full of babies and a truck full of marbles ? Ye cannae shovel marbles with a pitchfork.
  8. Might work well with what you were discussing on the devstream about character synergy too :D
  9. I had a suspicion over a year ago that there would be a great number of new characters added before release. Probably even more at release than exist now in the original game. To that end I had this idea...... Each new hero would be "associated" with one of the original main characters (or later, one of the unlocked new characters). A quest chain along the lines of releasing parents from the CD would then begin requiring the presence of the "associated" main character to complete. Theme being sending the four heroes out to the four corners of the earth looking for allies to help in the war. Example...... Let's be mean and say they only release 8 new characters for release (though I suspect might be 12 or even 16 which would work even better with this suggestion) Two of the eight are "associated" with each of the existing main characters. ie Apprentice will quest for two of them, Huntress another two and so on. While hunting for the first character (let's say with App') only Apprentices can be used (even if grouping). Once unlocked only the new character + main can be included in deck and so on. Only once quest chain is completed can the new characters be used in a "normal" deck. This wouldn't necessarily require new maps ( though that would be nice) though would be nice to see some slight changes, eg a sub core already being destroyed when map starts. Perhaps a way could be figured out for the new heroes to be hidden randomly on one of the existing maps and require the use of selecting a random map to find them. Ok, not exactly "fleshed out" but hopefully you get the gist
  10. The monk one does appear to be the rarest. Finally got mine with the 2nd last key I had just a couple of days ago :)
  11. Confess I was gonna ask if anyone had seen a DH, HH, phys res and hearty yet. at any level. Just want to know they actually exist
  12. Ye been farming 10% pieces for a while now in preperation. got 2 in the bag already and, hopefull the loot change comes with the patch too so getting the rest won't be as painful as is just now. Will be nice to finally replace that ilvl 35 with 40% chest piece finally :P
  13. Ye also agree with OP. Was gonna make a post/ask dev question about this too. They're meant to be harder than normal maps after all, rewards should reflect that.
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