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TMTrainer

Defender-In-Training
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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's just a waiting game for the next upgrade which dulls down the experience from other games that have you grind. I honestly preferred iPower over the current system. It wasn't perfect, but with a few adjustments it could have been far better than what we have now.
  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 fall / pole smash / etc.).Hope this helps a little. 1) Awesome! Good to know there is another way to gear. 2) This is a good change. Getting a gold chest should be rare. 3) I'm assuming these wall changes were in response to "stuff is slipping through my defenses!". Awesome stuff. 4) Doesn't seem like this changed at all. Thanks for the help!
  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? 2) It seems like they changed chests... I haven't gotten a gold chest in 2 days. Are there new ways to minmax the rate at which you get these chests, or are they random? 3) Since launch, how has the meta shifted? Looks like traps are... usable? And walls are now massive? Can trees still be used as walls? 4) Whats the shard situation look like, I'm assuming power transfer is still the meta right? Or is there another obviously probably-too-strong shard people are using now. 5) How's hero DPS? Anybody get buffed or nerfed in some gamebreaking way since launch? Thanks guys.
  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, making them invaluable. Fireball Towers could also fit this role, but in DD1, infinite piercing was more efficient than AoE splash. Summoner Towers (such as Archer) made the best walls, because they can be built to self repair, debuff and do incredible single target damage all in one (Archers and Sorc did tons of damage, Sorc did AoE Summoner Tower Heals, Spiders debuffed enemies attacking the walls... aka Ogres). In addition, they had their own resource separate from normal building (they used SU as opposed to DU, which was exclusive to summoner towers). Summoner was the hands down best hero in DD1. ...Just sayin'. ;p
  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? You mention team size on scope of a game not quality. I'm not going to spend a lot of time arguing this, I could spend hours trying to debate this so I'm just going to leave this here. In a day and age where every developer and their dog puts their game in 'early access', and 'closed' or 'open' and 'alpha' or 'beta' as a buzzwords to attract attention to their game, these terms have become nothing more than either a) "we know it's barely playable, but come play and spend money on gems/coins/tickets/currency/founder'sedition then come back in 5 years when what you played is unrecognizable" or b) "we know our game is practically done, but hey, early access with exclusive benefits has a good ring to it". If DD2 sinks because they released a premature game, then congrats, they did pretty much everything wrong. There are numerous issues that coincide with dozens of other 'released' games that ultimately failed. I unironically see tons of parallels to the reason why DD2 is failing... with Firefall (wow, who remembers THAT game!?). The reason why I say that releasing the game now won't hurt them is because the damage is already done. They have a deadline that they have to meet and they probably won't make the bug fixing and balance cut. Going from Early Access -> Live means almost nothing now-a-days, unless you have a large following. The damage was done when they gave themselves a timeline to release the game (which probably existed in the development pipeline as early as when they announced Trials). They never had a clear and concise design plan for DD2. Synergies and no Synergies, Passives and No Passives, Map balance and Mob Design and How much can we control and How much freedom we want to give the players. They dug themselves a hole when they conceived the development timeline for trials and release and then they didn't give themselves enough time to dig themselves out of it. They never stuck to their guns and just balanced the game when it was fun, they constantly flipped entire balance tables when balancing and never got the game to some place healthy where they could build from. tl;dr It won't do harm, because the harm has already been done even if the wounds haven't fully shown themselves yet. I promise you they had the 'June 20th' date probably before they released Trials and they just didn't make the deadlines and rushed the game. It's happened so many times now, it's a story that falls a mostly deaf ears.
  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 are also 2 towers that are blatantly stronger than other towers - The (Apprentice) Flamethrower Tower and the Ramster (Dreadlord) Tower because they don't have a hard counter, unlike the other towers in the game. 3) Above for most of this question. I don't know much about DPSers, I just use whatever I find fun at the time and it seems to work. 4) Nah. Seems pointless to do at this point, too, seeing their direction with the game. 5) I rubber-banded quite a bit last time I played, making it quite frustrating. I haven't been DCed or anything like that in a while, though. Edit: In my opinion, it hasn't exactly improved much... no no no, I feel it took steps backwards in development since you left it. And to be honest, it took an even further step back in it's removal of Onslaught and removal of incursion usefulness.
  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 everything.Clean up mobs; keep working on making every mob different than each other and fix bugs like skeletons spawning behind towers.Clean up loot; make it actually drop sometimes and make it more impactful. I've never seen a more boring loot system in a grind game. Add flavor; add like, 2 more spells and towers per character and add things that set bonus armors (unique for each character) and special 'Terraria-crossover' style legendary weapons with special, weapon specific effects. Lastly, look at DD1 and figure out why people enjoy that game and why people don't like that game, then improve on both... this is the sequel after all... learn from your mistakes, but don't forget your roots and why people enjoyed Dungeon Defenders in the first place.
  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 keep as many players around as possible. Players are the lifeblood of a game afterall. WoW can bleed 1 million players over the course of a year and still be far in the green as far as profits are concerned, DD2 probably has a sub 1k playerbase and every player they can keep matters in the long run.
  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?Ascension didn't exist. Ascension acts as both hand holding "no matter how much you suck, you can eventually get enough stats naked to complete all the content" and a horrible design decision to balance around. How do you intent to balance around infinite scaling? Look at Diablo 3... they tried "Ascension" and it managed to kill their game... Diablo 3, a Blizzard game, DIED as a competitive game and one of the main reasons is because of Ascension. Not even 'seasons' saved Diablo 3. Gear actually dropped.There was less RNG before the Trial's patch than there is now when it comes to shards. Unless you wanted to absolutely minmax and didn't care for the 10 main stat you were missing. Did I mention game balance was actually getting close to good and balanced? There were small tweaks they could have done and it would have resulted in fixes. Instead, with trials, they threw band-aid fix after band-aid fix and now all we have is an amalgamation of very poor mechanics.And finally, personally, I played this game for Onslaught. Even if it was poorly implemented, I got the most fun out of Onslaught. Trying to break personal (and posted) bests was where the fun was at for me.
  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 a level 50 character, you should be able to quickly find the ascension menu button when looking at the inventory screen.
  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 meaningful payout from the buff aura, you need to give the tower some Tower Health. 2) Keep in mind how many kills a tower gets per game. It's not as strong as you think when towers only get a few hundred per game. Guardian Aura came out of my pure unadulterated hate for flying kobold AI.
  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 damage based on the damage of the tower. In addition, towers buffed have a x% chance to cause paralysis. Forcefield (Buff Beam): Towers buffed by the Buff Beam have a chance of resisting 100% projectile damage and reflecting the shot, akin to the Reflect Wall effect. Upgraded (Buff Beam): The conversion rate of the buff beam stats are increased by x%. Shots that Purge Evil (Buff Aura): Any enemy killed by a tower buffed by this buff aura causes the enemy to explode, dealing x% damage to all nearby enemies. Restoration Shell (Buff Auras): Each enemy killed by this tower restores 1% of the tower's max health. If the tower has full health, the tower can be overhealed for up to x% of the tower's max health. Guardian Aura (Buff Aura): When an enemy deals damage to a tower buffed by this buff aura, the tower releases a pulse of energy, knocking back and stunning nearby enemies. The tower is immune to whatever damage that triggered this effect. This effect can only trigger 1-3 times per wave. This way, we are paying for a specific effect that we want and they are not just stat sticks that either broken or pointless.
  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 time I actually use Buff Beam or Buff Aura is when I use Volcano and/or Obelisk to get these towers to hit as hard as possible. Volcano feels so bad to use when you have nothing to buff it's attack range and you don't have the stun sphere, so I don't use that one often, but Obelisk hits really hard, so getting it to hit even harder is great for global damage, for bosses and for it's flamethrower. TL;DR, it's not that you can't fit them into your build, it's that, if you could easily fit them into you build, they would be FotM and everyone would be using them, and then they would be nerfed anyway. Buff Auras and Buff Beams have to be inefficient or they wouldn't be balanced. They are almost pointless to have in the game as this point.
  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/system/thing in the game, but at this point, it would be pointless to add because all the systems in the game contradict a competitive game.
  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 came down to absolute endgame you felt like a madman with the amount of power you had. Have you ever seen somebody complete Akatiti jungle before? With my few hundred hours of DD1, I'm still nowhere close to getting geared enough to take on Akatiti jungle yet when me and a buddy did a few runs of it I was blown away by how much I'm still missing out on when it comes to the game. Even when you weren't getting gear, you were getting mana, which can be used in player stores to get better gear if you really needed it. Mana could also be used for upgrades that defined how the player wanted to play.There were plenty of satisfying mechanics in the game to reward you for pushing the game to it's limits. Survival, for example, rewarded you for going above and beyond and getting to 15-25+ waves in (which is no easy feat when you are at the level of gear the map is) and completing those 'high survival' maps. At level those maps are insanely difficult on NM.Tons of gear dropped. DD2 use to be like this. Lots of gear dropped, yet only a few pieces were mythic, and you would occasionally get a legendary. It felt good getting SOMETHING for your troubles. Unless I was going for 750s (which, after a few attempts, I determined I hated to farm for) I defaulted back to my DD1 roots and tried to do long runs of Onslaught, which had that over-time progressive difficulty scaling I was craving. I got gear AND I was 100% guaranteed to lose at some point because of the difficulty scaling, which I think was really cool and it felt good getting to a higher wave than the last time I attempted the Onslaught. Then you look at the challenge maps and compare them to DD2's equivalent... what happened? DD1 had unqiue challanges that provided unique gear and, for the average player, upgrades. Does anybody else remember getting their first Blasticus or Rainbow Unicorn? DD2 had a few examples of these challenges, and a few good rewards, but a lot of them seemed forced. You'd be surprised what we would need to do if you guys added in a simple "Death from Above" variant to DD2. I'm just rambling at this point, but I think you get the point. Edit: And yes guys, I know how drops work in DD2, and I agree it's a bit convoluted for people not exactly reading every detail in the patch notes... but I'm not necessarily complaining about not getting upgrades, I'm complaining that it feels like loot straight up ISN'T dropping anymore. It feels like the loot-well is all dried up.
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