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Kraith88

Defender-In-Training
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About Kraith88

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    Defense Council
  1. I do agree, but at the point of wipeageddon, this update more then likely was just a concept. And before they could make these massive changes to the loot system, they needed to re-work their database which is the main reason why wipeageddon happened. Yeah it sucks, people spent 200+ hours on the game and now have to re-grind gear to do content they were able to do previously. But again, this is to be expected in an early access ALPHA game. Yeah, alpha, people throw it around far to much. But for once, it actually applies here. We are in a state of the game, while yes, allot of people are sinking allot of time and effort into the game, there will still continue to be major balance changes to the game. Now you all complained about wipes and don't want them. But sadly, when a change like this goes in, it's far better to wipe. You guys have backed trendy into a damned if they do damned if they don't situation. They make the changes people cry for. Then people cry about the changes because it broke their current builds and gear. If trendy wiped after these changes, or even partial wiped with deleting gear, people would have cried about that. If trendy didn't make these changes, people would still be crying about the loot not working. What do you guys want from trendy? They are doing the best damn job they can. Not many developers care about their players like trendy does. Try and show them a little compassion. It's a tough job.
  2. The new apprentice stat on the staff for the walls is amazing. The walls are far more tanky, and the meteors it summons do some incredible damage. IMO The apprentice walls will be the DPS focused wall choice now. One of the guys I play with was using it, and I was enjoying watching it in action. Really felt good. I feel like the new stats and everything, in the long run, will add more overall build diversity in the long run. I already see cannon ball towers being a thing now, with how strong they are. As well as balistas being more viable now that speedy harpoon is working properly.
  3. Sadly I can not say. I only ever play private matches with my community. I don't enter public matches so can not comment on it. :(
  4. [[64852,users]] thank's for the helpful feedback. I appreciate it. It's time I take my voice to the forums instead of just with my viewers.
  5. Update 2 - will add more feed back on the other harbinger weapons as I get them and level chars to use them. I will be spending my next couple of streams leveling and prepping for Nightmare progression. also edited main post to add this to it as well. The Harbinger squire weapon stats. After much testing with the training dummy in all content up to level 50 insane. I have not pushed into nightmare content just yet, that will be sometime later next week as I continue to level my classes up. The dummy is definitely usable now, but It still feels lacking. The 5% chance to send enemies back to spawn is amazing and a fun gimmick, but enemies sent back become broken and just stand there. Causing you to have to wait for them to time out and die. They are more tanky, yet still feel like they take more damage then actual walls. Maybe we could have the training dummies added to the Blockade group, so they are boosted by the boost auras. And maybe add another secondary stat to grant blockades damage reduction. Just my 2cents
  6. Will put this at the bottom of my first post as well. Update: Reached 50 on my squire today after starting fresh. As of now, the leveling from 1-30 feels AMAZING. You finish the extended campaign now around level 30 with the addition of the 3 new maps. The loot system v2.0 while not perfect made it so finding upgrades every match was an actual thing. Yes it still spawns tons of crap loot, but it also was more reliable to get upgrades. It was very nice seeing the gear drop with usable main stat clusters with complimenting secondary stats. It really did finally feel rewarding. While not perfect, it is a step in the right direction. Some tweaks to the system as of now that I say need to be made. Rings should only ever spawn with hero crit damage or hero damage. Still tired of seeing rings spawn with tower stats and secondaries. Totems should be spawning with Hero Health (for hearty blockade) and defense power more often then any other defensive stats. Totems and Medallions should not be spawning with hero DPS stats. Overall though, the grind wasn't terrible, and while the XP was increased in End-game Insane for leveling, free-play still gives slightly more xp. Currently farming the harbinger seems to be the best xp? I could be wrong that's just how it felt. Issues with the Harbinger, on end-game insane, the maps glitches allot. He still even after the patch today, falls through the ground and continues to spawn meteors and is unkillable now. As well as, killing the harbinger, 8 out of 10 runs has caused the game to not end, while enemies continued to spawn till you left or the core was destroyed causing a loss and not getting map completion xp. Overall, the grind from 1-50 with a brand new char using only the xp spheres took aprox 10 hours of casual play. To those who think I am just whining about exploiters farming gear and what not. While yes I see it as a personal issue and it should be addressed. Let's try not to turn this into a bash fest and try and provide trendy with some positive constructive feedback. Good or bad, all feedback written in a constructive way will help improve this game. I would rather not like to see posts like "Patch broke game, unplayable now doesn't work revert!" this doesn't tell trendy what is broken and just takes up space on the forums and takes time away from constructive posts. If you have an issue with something, write it up, explain why you have an issue with it, provide potential fixes you think would work. For those ***ing about loot v2.0 and how it broke your ***, sorry man. It's an alpha game where major balance changes will take place. I still feel with major changes like this, there should be full or partial wipes, I will continue to take that stance. You don't have to agree with me, but that's my stance.
  7. [[64852,users]] thanks for the good read. Yeah, I would love to see seasonal changes to the maps. Have the maps take on a fall appearance with the changing of the leaves and piles of fallen leaves on the ground. Would be interesting. Spring flowers and such. Would really liven the game up and make it more enjoyable. I agree, potentially removing the hero deck may not be thee best approach, but either through achievements or challenges, we need more slots. It's to limiting to the solo player and co-op player alike. I don't know for most of you, but for me, it's generally 3 people who join / want to play who don't have geared chars for the content I'm doing and now I'm stuck bringing 4 builders, with no DPS and we fail anyway because we can't clear the map due to lack of dps.
  8. Ahh yes. You reminded me IGELmitDEAGLE, the hero deck is still a big issue for me. It limits your play style choices and just feels like it is trying to hard to force you to play with others. Co-OP game or not, I shouldn't have to feel forced to play with others if I choose not to. Sometimes people get home from work, have an hour or 2 to do some stuff before going to bed / dealing with the family and don't have time to get friends together or want to play with random often dumb or toxic players. The Hero Deck def needs to be looked at IMO.
  9. Good read Skyalicious, I agree on most of your points. For the others, the smart loot system, it was intended as a fix for the current bad loot system. Which it did. Still not guarenteed to get all the loot so fast. Yeah, it still needs work, but it is still far better then it was. As I said, as the game continues to grow, expand and develop and trendy gets the feedback and metric data. They can continue to test the loot system. Remember when developing it, they only had their internal teams, and the new community team to test it with. A very small pool of people. Now with it out in the publics eye, it will continue to generate data for Trendy so they can continue to fine tune it. So far, it has done as promised. Made loot farming a little better.
  10. I am sorry for the poorly written post btw. I don't often put my thoughts on paper and I am a jumbled mess when doing so. Thanks for giving this a read and potential feedback!
  11. Twitter: @Kraith88 Twitch: /kraith88 Hey guys, I know I am not very active on the forums. A little about my self. I have been with DD2 for over a year now. I was in the closed pre-alpha as a member of the Defense Council, I was one of the first streamers to start playing this game for you guys live on twitch when the NDA listed a little over a year ago. I was a member of the RQA (Remote Quality Assurance) team as well as a member of the Casters Guild, Trendys stream team. I am no longer associated with Trendy in any capacity other then as a consumer of their game. My 1 year anniversary hit back in October with the game. When that point hit, I had accumulated 1200 hours on my live steam account for this game, and around 800 hours on my testing account for the game. 2,000 hours in total. I was burnt out... I found the game not fun anymore and just stopped playing it altogether, much to the dismay of my viewers. I just couldn't do it. To put it bluntly, the game sucked. After reading up on the latest patch, I decided to come back to the game. Started streaming it today, and logged a good 13 hours on it today. After the first 2 hours, I decided to delete all my chars, sell all my gear (Kept my pets because they are precious to me) and started fresh. I did this for a few reasons. I wanted a clean start with the game, well as clean as I could and I wanted to see how the game has progressed and how it would feel from a new player perspective. The other reason was, the massive changes to the stats and loot system I wanted to see how this would affect gearing up from scratch. So far, this has been the best decision of my time spent with the game. I am having a blast, my community is loving it. Current issues with the leveling still is. Squire and apprentice and to a lesser extent, huntress are the only viable classes to start off as. Squire winning the day in terms of ease and efficiency. Monk can still not solo anything, even with some gear, due to no walls, no viable slow (The Serenity aura slow still does not work) as well as the DPS on the lightning auras is just way to low, to be viable past the first 3 maps in campaign. Is this an issue? Not really, but it is a little frustrating that all 4 classes can't be played viably solo through the campaign. Should be possible, especially with new players coming in to try the game out. Don't want to turn them off in the campaign because they chose monk and can't clear it solo. You can try and say it's a co-op game and should be played with friends, but not everyone has the luxury of being able to, and playing with randoms can and usually is just toxic. Ok, that rant is over, now for the new loot changes. So far they feel fantastic, exactly what the game has needed. It has made finding those pieces of loot more enjoyable, I've gotten less pieces of trash for loot, and more viable upgrades. I like the changes, it feels on the right path. With some tweaking over the next few weeks or months I think the loot system will hit a good solid foundation for further development. That's all I really have on the loot system, I am only around level 40 atm, with my new play through so can't comment on the end-game loot progression with loot v2.0 yet but I expect it will feel allot better. Biggest issue I currently have with the game, is the exploiting still, even after putting together a community test team these game breaking exploits still make it live. Currently people are farming Nightmare IV Harbinger taking about 5-8 minutes a run using 6 towers, the monthly reward pet and a ton of walls. It is ridiculous. I'm not calling for a wipe, but my issue has always been the fact that Trendyent does not discipline these exploiters. They exploit all day till it's fixed, and then walk around with their ill-gained loot. Yes, I get this is a PvE game and still in Alpha and shouldn't matter. And I personally don't care about how easy people got their loot, my issue is the lack of discipline against exploiters in general. No warnings, bans, temp bans or removal of items even in an alpha leads me to believe this is how it will be when the game goes live as well. I don't like this feeling. The loot boxes need work. The fact I can spend real money on them to open and still get duplicates is a bit ridiculous. I feel it should be similar to how smite does it. If a chest has 12 items in it. Every time you open it, and unlock an item, you then remove that item from the chests loot table. The unique loot at least. I would add some useful content to the chests as well, a chance at another key or 2, some gems, pet upgrade items, shelium shards and stuff as well. So that the unique rewards in the chest can't be gotten by opening it 12 times, but you would never get a duplicate item from them. Just my thoughts on it. The art and cosmetic items for the game are amazing. Truly amazing! Though I feel they are coming out with more cosmetics then content for the game. I understand, you as a company need to make money, but I also feel, content needs to come out a bit faster. I mean, if the content is going to release with game breaking exploits anyway, just release it to the larger public sooner, and let us find these bugs so they can be fixed up faster and patched. Onslaught has been a major issue since it's inception and implementation. It currently, even with the changes made this patch brings anything to the table worth doing other then for daily / monthly missions. Not really sure how to fix it atm, but I think looking at something akin to say warframe could be good here. Similar to Warframes survival / defense game types. After so many rounds / time you have a chance to extract and maintain your rewards, or gamble, and lose it all if you fail. Say every 5 rounds you get a reward, you can choose to withdraw and keep your rewards or gamble, and go for better rewards in 5 more rounds. So on and so forth. Leveling progression does currently feel better. We came out of the campaign at level 30. It almost feels like, as you add more content to the game, the campaign might bring you from new to max level. Or thereabouts. Then the grind starts with leveling your other chars after that. Is how I think it should go anyway, and how it feels like it is going. The grind from 30-50 is still pretty bad, but not as bad as it was. Despite the changes to End-game Insane difficulty, the xp is still less then free-play hard. It's still better then it was, but free-play hard remains the best route for xp. Could be fixed by just adding insane to the free-play playlist, so people can actually push it on insane if they want the extra challenge after campaign. All in all, these are just simple observations from a long time player and lover of the game. These are all my own thoughts and opinions. I welcome anyone who wants to build on, pick apart or just plain comment on anything said here to do so, but try to be constructive please. No need to be negative and bash. Positive feedback, good or bad will only help this game grow into something great. Thanks for taking the time to read this, I look forward to seeing your feedback! ---------------------------------------Update 1-------------------------------- Update: Reached 50 on my squire today after starting fresh. As of now, the leveling from 1-30 feels AMAZING. You finish the extended campaign now around level 30 with the addition of the 3 new maps. The loot system v2.0 while not perfect made it so finding upgrades every match was an actual thing. Yes it still spawns tons of crap loot, but it also was more reliable to get upgrades. It was very nice seeing the gear drop with usable main stat clusters with complimenting secondary stats. It really did finally feel rewarding. While not perfect, it is a step in the right direction. Some tweaks to the system as of now that I say need to be made. Rings should only ever spawn with hero crit damage or hero damage. Still tired of seeing rings spawn with tower stats and secondaries. Totems should be spawning with Hero Health (for hearty blockade) and defense power more often then any other defensive stats. Totems and Medallions should not be spawning with hero DPS stats. Overall though, the grind wasn't terrible, and while the XP was increased in End-game Insane for leveling, free-play still gives slightly more xp. Currently farming the harbinger seems to be the best xp? I could be wrong that's just how it felt. Issues with the Harbinger, on end-game insane, the maps glitches allot. He still even after the patch today, falls through the ground and continues to spawn meteors and is unkillable now. As well as, killing the harbinger, 8 out of 10 runs has caused the game to not end, while enemies continued to spawn till you left or the core was destroyed causing a loss and not getting map completion xp. Overall, the grind from 1-50 with a brand new char using only the xp spheres took aprox 10 hours of casual play. To those who think I am just whining about exploiters farming gear and what not. While yes I see it as a personal issue and it should be addressed. Let's try not to turn this into a bash fest and try and provide trendy with some positive constructive feedback. Good or bad, all feedback written in a constructive way will help improve this game. I would rather not like to see posts like "Patch broke game, unplayable now doesn't work revert!" this doesn't tell trendy what is broken and just takes up space on the forums and takes time away from constructive posts. If you have an issue with something, write it up, explain why you have an issue with it, provide potential fixes you think would work. For those ***ing about loot v2.0 and how it broke your ***, sorry man. It's an alpha game where major balance changes will take place. I still feel with major changes like this, there should be full or partial wipes, I will continue to take that stance. You don't have to agree with me, but that's my stance. ----------------------------------------Update 2--------------------------------------- The Harbinger squire weapon stats. After much testing with the training dummy in all content up to level 50 insane. I have not pushed into nightmare content just yet, that will be sometime later next week as I continue to level my classes up. The dummy is definitely usable now, but It still feels lacking. The 5% chance to send enemies back to spawn is amazing and a fun gimmick, but enemies sent back become broken and just stand there. Causing you to have to wait for them to time out and die. They are more tanky, yet still feel like they take more damage then actual walls. Maybe we could have the training dummies added to the Blockade group, so they are boosted by the boost auras. And maybe add another secondary stat to grant blockades damage reduction. Just my 2cents
  12. lol, the speed is not an issue. It's rather balanced atm. You need to look at other ways to build!
  13. Social Tavern 1 http://www.twitch.tv/trendyent/v/6896977 Social Tavern 2 http://www.twitch.tv/trendyent/v/7279472 Social Tavern 3 http://www.twitch.tv/trendyent/v/7868404
  14. Thanks [[86674,users]]. Yes, you only need have a level 25 of each class. Can be as old or as new as yah want them to be! :)
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