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Junior Defender
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About Adamizer25

  1. I like the new one. I thought the old one looked really out of place with the rest of the game personally. I see some similarities between her and the huntress but I couldn't be bothered.
  2. I use the PDT whenever I play. The PDT is only viable for solo, in my opinion, seeing as the passive acts like a monk serenity aura - which gives me a spare slot for a dps toon. However with the 4 char cap going away I don't see myself using it anymore. I think the idea behind the PDT being a wall is just redundant.
  3. +1 to renames, but I would never pay to rename my toons. I would much rather just delete and remake a toon and level them. Also we'll be able to level 4 chars at once. So there's that.
  4. Not a rant, but rather my suggestion to make passives tidier, more meaningful and therefore more enjoyable. Most if not all of these ideas could also be applied to skill spheres however that is a topic for another thread. Currently I feel a sort of untidiness and redundancy regarding passives on gear, particularly armor. We have passives which act just like stats. If you look at 'Tripwire' , 'Pyromania' , 'Power Pole' , 'Full hearts' and other passives you will see the pattern. All these passives do, in reality, is just increase the scaling of the respective tower or ability. Now as a player, when I think of a passive, I think of a bonus that affects my hero or tower in a unique way. I think that removing these passives (and adding them back as part of the actual hero scaling) would really clean up passives to the point where you can put more interesting passives in their place. Again, as the player I couldn't be bothered for +x% damage on y tower. I would rather see more 'satisfying' passives. After all isn't that what we want? Satisfying loot? I also think the same thing could be applied to the 'Build' passives for Spike Blockades and Poison Dart Towers. It would feel much more fluid in regards to building characters if we weren't tied to this rather rigid limitation. I do really like these builds but I do feel that these passives control the hero that uses it and not vice versa. I would like to see these builds act more like 'the cherry on top'. It would gives players a lot more freedom when in deciding how they want to utilize that character. Right it passives just seem to overpower any sort of fun when looking for gear. There are really not that many passives left without these ones, which I think goes to show how interesting and dynamic passives really could be. I would like to see passives that behave like 'mini builds' rather than stat boosters. Just as an example of this would be a passive that (deals a small amount of damage in a small area around targets hit by towers). I think this could be very dynamic. It gets you to think "Would it help cannons clear goblins? Sounds like it would work very well with AoE towers. But wait? Does it synergize with the frost tower? I gotta try that!". For me that is a fun way to compare passives. That being said, having a very few passives could make diversity stale until more are added, but I do think that making new passives that are usable by all heroes is a much better idea than creating '1-trick ponies' for each and every tower. TL;DR - Passives have so much potential but most of them are lame and just aren't fun to farm. I also want to hear about your opinions on passives.
  5. I don't like the hero deck. I think it is the reason why I have never seen any of the huntress builds. I think that if we were allowed more freedom that people would be more keen to trying more builds, therefore lvling more chars, playing the game more, etc. At the very least, let me swap out heroes I do not use, if someone has a better waller than me, let me switch to my dps and not be stuck with one of my builders.
  6. 2 could be a good idea. Although I think players would not like a timer longer than 8 hours, even if they can reduce it through playing. I think players should be able to hatch atleast 6 eggs a day.
  7. I currently do not find hatching eggs exciting. You have a point - getting something much bettet than you expected - could be exciting to a degree, but I personally find that I haven't needed to work hard enough for that feeling. For me, if I can hatch pets whenever I want, it doesn't feel that special getting a decent pet, because my other 15 eggs are bound to get it too. I think that if there was a hatch timer, say 1 hour long, for incubating eggs it would break up this chain of free eggs and make each one more impactful. I feel that the previous 8 hour hatch time undermined the whole process by being too long.
  8. There are currently a few problems with how pets work, some of them are: Lack of excitement towards hatching pets, An unbalanced rot timer for eggs, and gambling for good role with premium pets. The first and last one are especially important in my opinion. My suggestion to these problems would be: Make the rarity of pets be determined as they drop so that yoi can immediately know if they will be good or not. This will allow players to (for the lack of a better word) upgrade to premium pets without the worry of getting a poor role. Adjust the incubation and rot timers relative to the egg's rarity. A longer timer if it's rare, and a short one if it's common. For example, Legendary and Mythical eggs may have a 3-4 hour hatch time and a 48 hour rot time. Where a Powerful egg will, for example, only have a 20 minute hatch time and 6 hour rot time. What this does is: Actually build excitement when incubating a Legendary or Mythical egg. I feel it will make players think along the lines of "I don't know what this is ganna be, but it's gotta be good!" Allows players to let common eggs rot for the shellium shards without the risk of not getting a rare pet. I am aware that TE didn't really want to have pet eggs role in-session, but I feel it may be a smart choice. I also believe that the timers that I gave as an example are quite accurate. The 20 min timer on Powerful eggs with allow players to start up a map and by that time, it will be completed. What do you guys think about the pros and cons about this idea?
  9. I think a quickcasting is also a viable option. Quickcasting, as seen in mobas, means when holding the key, the display range is shown and on release of the key is essentially left clicking. Having the Oil activate at the furthest point instead of cancel would remove the frustration of aiming too far multiple times.
  10. Banned for succumbing to the cuteness
  11. Banned for using the sad face emote "D:"
  12. And you would basically put it on par with the other ubers that are subpar currently. Nerfing something that is overpowered is a good idea, but nerfing it to the point where it is unusable is not. LSA are, as someone stated in this thread, 3 times as powerful as the next best thing, so is it not logical to reduce it's strength to ~1/3 of what it has now?
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