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Everything posted by TMTrainer

  1. Step one: Try not cheesing with multiple 1-per-hero towers. Step two: If you can not do step one, then show us your setup. Are you using the same shard setup for both characters? Are you sure they are both using smite and one is not using another ability that uses the smite animation?
  2. This new loot progression is extremely hand-holdy. You either equip "upgrades" or you don't. If you don't equip the "upgrades" you have no chance of getting lucky and getting something good, you just get stuff at-level with what your gear level is at. My problem with it is that it sucks all the excitement out of the game. You know there is no chance of getting super lucky and rolling that C3 item in C1. There is no chance that, if a legendary drops and if you have a legendary for that slot, that it's going to be that much better. There is no sense of luck while progressing in this game... it'
  3. I found C1 easy, I found C3 both easier and more fun than C2, so I straight up skipped it. Cyborks are not a fun enemy to try to build around (disabling traps and auras), and do far too much AoE damage (my high tier C1 walls couldn't tank Cyborks, but they can take C3 damage just fine).
  4. I've actually seen mobs walking past both my Arcane Barriers and Spike Blockades, just to turn around and start attacking the powers from behind. Something tells me they programmed walls to have the 'Auto-taunt' aura that the one Squire shard has.
  5. Great and easy way to gear up!They are much more random / rare. :-\ A lot of people also complain that gold chests most often produce orb relics more than anything else. :-\Walls are massive, tree's make great walls (even if they are smaller). AL skeletal walls are amazing. Flame Auras are a go to. LSA are amazing damage. Ballistae are really fun to dink around wtih. Earth shatter do really good damage.I don't know about game breaking, I barely watch youtube anymore (too many ad's - different story), but AL is the AOE group killer. Monk and Dryad are great DPSers and boss killers (star
  6. Just before the rocky launch (tbh, the launch is the straw that broken the camel's back), I decided to take a hiatus and wait to see what kind of cleanup post-launch feedback would create. And so far, the game looks leagues better than it did months ago, so I'm giving it another shot (and not going to lie, the free 4k medals helped with that decision ;P). So, I have a few questions. 1) So it looks like Incusions were added... in one of the most awkward ways possible..? (Why don't you guys let us choose the difficulty of the maps we want to play!). Anyway, are the items you get worth doing?
  7. did you quit playing before they added the ability to strip immunities or something? :P Probably. I think strength drain might have stripped it. I don't remember. Its been a while :) but pretty much all builds used harpoons and archers when i quit. Strength Drain Aura, Magic Blockade and Darkness Trap stripped Elemental Affinities. Strength Drain Aura, in the DD1 end game, were pretty much a staple in every build. Harpoons, for a huge amount of time (and probably now) are the strongest tower due to their incredible AoE and constant damage. They could hit multiple ogres at the same time, maki
  8. Wrong. It can do A LOT of harm. You are pushing the product to the door and saying "this is our vision and we are happy with this" which is going to turn a lot of people off. It is also a lot of pressure to push the game out the door no matter what. This all likely stems from them making a deal with Microsoft to make a few dollars and I will bet you it is going to end up costing them a lot more than the few dollars are worth. How do you also call Trendy that small of a company either? They would easily be considered mid-sized And how does that matter to any end consumer who is not invested?
  9. The game won't die, it's not "dead" now, it won't be dead when it releases. I doubt there will be a huge influx of players, but releasing the game and removing the "early access" tag certainly won't do any harm. Basically, it's a small game developed by a small company, releasing the game won't do much to help or hurt it. Doomsaying like this certainly won't help, though.
  10. No, they shouldn't be required. You can probably clear through C7 with greens if you want. However, we know nothing at this point until we know the overall changes to stat ranges, loot caps and loot rolls.
  11. 1) When it comes to gear stats, the grind is about as good/bad as it was before. Shards feel totally awful to grind for when it comes down to it, though. I'd say it's overall worse UNLESS you are somebody insane who went grinding for 750s, then it's probably the same/a little better. 2) There is practically a different meta for every single chaos tier. When you get to endgame, however, there are probably 1 or 2 builds that are the most efficient and using any other build is extremely polarizing. It's either going to be a struggle or impossible because of mobs that hard-counter defenses. There
  12. Don't use them as offensive towers right now. Thats the only thing you can do if you want to use Lavamancer in an EMP chaos tier.
  13. Remove ascension; it's impossible to balance around and will ruin the longevity of the game. Remove hard-counter mobs; it's not fun as a mechanic and is uninspired and lazy. Clean up shards; buff or remove pointless ones and stop wasting time binary, boring and/or bad shards. Clean up towers and figure out character identity; make each character's towers genuinely feel different than everyone else and fix issues like mobs slipping past walls and DU costs still being unbalanced. Clean up maps; everything... mobs getting stuck, DU amounts being too low to work with, core health... look at everyt
  14. you dont understand *** about game dev companies dont care at all about old non paying players they care about new players cause they bring in fresh money who already played 2k hours and didnt spend 1 penny is not worth to any company First, please don't defend them and play white knight. It's a terrible act. Second, LARGE companies/games don't care about leaving players, SMALL(er) companies/games should look at retaining as many players as possible, regardless if they are paying or not. Trendy as a company, DD1, DDE and DD2 are all small population games and should make it a priority to kee
  15. It makes no sense that Traps have been, since Trials, literally unusable. I don't see how anyone can use these without actively understanding that they can put one Flamethrower tower down and do more AoE, more damage and be more cost effective than putting down the equivalent Trap DU amount. The sad thing is, I bet if they lowered the DU cost of the traps down to even as low as 5-10 AND did the upgrade changes you suggested, they wouldn't see use.
  16. I managed to spend 18m gold on going from C1-3. I deleted all my gear when Trials dropped to see the game from a new player's perspective. Most of it on shards, some equipment and I am still missing the shards I need and I can't upgrade equipment anymore. I don't see how a totally fresh player can join the game and have fun with the systems in place. This should have been addressed first. Any new player momentum they got from Trials is probably dead at this point because how unfriendly the game is for new players.
  17. I believe I made enough page long posts at this point, I'm going to keep this post small. I'll say this as simple as I can, I liked the PDT era better. Not because PDTs were broken, but... I could use any tower any time I wanted. Right now, all these special mobs are just... fake difficulty. All they do is lower build creativity. "EMP Orc: This minion makes all traps and auras unusable" and "Shield Goblin: This minion makes all projectile towers unusable" are horrible design decisions. Why do I need to spend a hours and hours of unenjoyable time fighting EMP orcs to get to the next tier?Ascen
  18. It would be broken. In testing they removed the range boost relic because it was broken. If a tower was able to give other towers 50% increase to range, we could end up with a situation where walls aren't needed anymore because towers are camping spawns.
  19. Any time you level up on a level 50 character, you instead gain an Ascension Level. Every Ascension level gives you one Ascension level point.There are 3 categories that take turns getting points, so after 3 levels, each category will have received 1 point total, after 6 level, each category will have received 2 points total, ect.You can gain an "infinite amount" of ascension levels (there are a finite amount of places you can put the points and 'hard caps' but the chance of you 100%ing the ascension level categories is really, really low)You can reset ascension levels, but it's expensive.On
  20. I sometimes feel like I just get ignored... Some of these seem broken lol. But with the right implementations, I think something like this might solve the problem. First... sorry. I didn't read the rest of this thread lol. I just sorta followed up with my post on the front page of this post. Didn't mean to ignore, but on the flip side, great minds think alike? :^) Second, I think the two most powerful shard suggestions there are Restoration Shell and Guardian Aura, but keep in mind two things about Restoration Shell, 1) It goes off of the BUFFED TOWERS MAX HP, which means in order to get mea
  21. Thinking about all this, you know what would be cool? It would be cool if buff beam and buff aura literally took a % of the stats of the relic that was equip to the buff tower and gave it to the tower. For example, having a totem on the buff beam or buff aura would give the tower health, having an orb would give these towers the ability to grant attack speed, ect ect. The higher level tower, the more conversion. In addition, shards should be added that just give these towers more utility. For example, Electrical Augment (Buff Beam): Towers buffed by the Buff Beam do x% bonus electric dama
  22. Buff Beam and Buff Aura are part of a Catch 22 that will never let them see play for long. If Buff Beam and Buff Aura are being used for builds, they would be nerfed. When they were core in builds before, everyone complained that the meta was "buff everything then afk". If the game ever reaches the point where buff towers can be used again, it has gone full circle and they will nerf these towers again. They can never let Buff Aura and Buff Beam be part of the meta and say their game is balanced in the way they've wanted to balance the game since the Trails patch. That being said, the only ti
  23. Any kind of Player vs Player competitiveness was thrown out the window when they decided to make Ascension a thing. The player with the highest ascension will always win and it's impossible for a new player to ever catch up with a veteran's ascension's level. Hell, ascension ruins any chance of a new player catching up with an old at any point. Unless they did something like Diablo 3's "seasons" adding a competitive mode at this point seems pointless. Diablo 3 had this exact same issue and it's one of the reasons why the game has suffered. Don't get me wrong, I'd love a competitive mode/sys
  24. The game feels like a half-baked hack-and-slash (there are blatantly better choices when comes to hero DPS atm) and a half-baked tower defense (there are still some towers that can easily feel like they are better than the rest, and 'trap immune' or 'projectile immune' mobs are not helping). It feels like they are trying to do too much splitting and it's hurting the game, especially when you have special mobs now. I think they need to buckle down, choose one, and focus on it, or these issues are going to keep popping up.
  25. Slower/rarer loot progression is fine, but having runs where literally NO loot is dropping other than the forced pet-egg/materials is totally disheartening. I'd rather it be like DD1 where it feels like you are getting a shower of loot drops (hell, this even fixes the gold problem DD2 is currently having! Drop *** drops that we can autosell for a meaningful amount of gold!) Also, I fully recognize that DD1 was a grindfest... arguably a worse grindfest than DD2 in some aspects... but at least the grind felt meaningful in some way. You could build how you wanted for most of the game and when it
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