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About Caimen0

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    Professional DD1 Shitposter

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  1. all right then. Since you stated that those are facts, let's go through some problems that show you are currently spewing just as much, if not more, garbage than DD1 people right now. The game never explains to the player what elemental combos are or which ones there are. You have to go outside of the game to know if they even exist. The game never explains to the player the mechanics of any of the mini-bosses. The spawn quality of loot, thanks to the gear upgrade system, is now entirely meaningless. Finding the weapon you want is a complete crapshoot. If you want a bow with 5 projectiles or a staff with 10, there is no map which you can go to and say "I will find something close to what I need here" Furthermore, weapons in the game are massively downgraded. The special effects of weapons from games past are completely missing. The best you can do is mod on generic effects like oil or other elemental damage for those sick CC combos that the game never tells you about and that towers do better anyway. Speaking of mods, the drop rate on T10 mods is garbage, and the reroll rates are just as bad if not worse. At least you have a pity timer, but that underscores the problem with the system. You are meant to have T10 mods for higher Onslaught levels, but the drop rates are so low the devs had to give you a failsafe to even get your hands on them. Pets were also neutered in DD2. In DD1 and DDE a pet could change the entire purpose and playstyle of the character it was put on. In DD2 the best I can say for pets is that they were stat sticks with negligible effects. (Keep in mind that the game only held my interest for 30 hours so take that with a dump truck of salt) The pets clearly don't like it either. Anyone can compare the Propeller cats in DD1 and DD2 and see which one is happier. DD2 also mostly copied DDE's godawful pet hatching system, so you go through the lottery trying to find whatever pet you might be looking for in the first place The difference with the system is instead of DDE's in-wave timer to hatch, you can outright lose eggs instead of forgetting about them. In exchange you can hatch the eggs right away. So they barely made the system a wash instead of outright worse. Character customization is practically nonexistant in DD2. The best you can get is skins, which every other game has. I have yet to see any place to alter colors, and accessories don't exist, which is a massive step down from DDE, where every color on every item could be customized. DD2 is far from a flawless game, let alone a "masterpiece". It's fine if you want to praise DD2 as a good game, and I certainly won't disagree, but to assert that every single design decision that was made was good when it can be clearly shown as a direct downgrade is being a bit unreasonable. I could do the same thing I did here with DD1 and DDE, but I'm not calling them God's gift to video games. I want DD:A to be the best it can be as a Dungeon Defenders game, which is why I specifically listed features that I think improved the game. Blanket statements that any game ought to be replicated exactly with no improvements when long lists of faults can be rattled off at a moment's notice is entirely unhelpful to devs or anyone else who wants to analyze a game to improve their own.
  2. I am confused as to why you would begin your post with that specific wording and then go on to invert Fozzie's post in a way that doesn't help your argument. DD2 has several good aspects to it, but you touched on exactly one of them in your post. In an effort to be constructive, the things I liked about DD2 were: 1. The tower placement system was objectively an upgrade over DD1 in every aspect. 2. The RNG system confined loot stats to a much smaller range, making maps always drop appropriate loot for the map's difficulty. 3. The devs understood that the people playing DD2 were people who, coming in, were interested in the endgame grind and designed the game appropriately. It takes about 9 hours in DD2 to go from 0 to 50, you don't have to replay the campaign maps 3 times to reach the endgame, and the endgame gameplay loop begins basically at 9 hours of playtime. I may think that the way endgame is designed is absolutely awful, but I appreciate that the devs let me get there in less than 30 hours as a new player to the game. 4. Mods are a neat concept that I really liked the direction of and hope come back, but I don't think it went far enough. I'm not too crazy about shards because of what I've heard about gilding and I've also only encountered one shard that actually looks useful. (Destruction shard) There may be more than that, but as of the moment I can only think of things that killed my interest in playing the game.
  3. https://steamcommunity.com/profiles/76561198109984755/
  4. The problem with unlocking FPS in DD1 is that some physics effects are tied to the framerate, specifically on Moonbase. It's not advised to uncap it. It's possible, it's just a bad idea.
  5. From what I have read from the devs, they appear to be coding it like DD1 multiplayer, that being P2P connections. Votekick doesn't work here because if the host player is kicked, everyone else's session would also be terminated since the host's client has been disconnected.. Not exactly fair if you were the one hosting the session to begin with. I can't see it happening in a P2P system.
  6. I have 30 hours in DD2 so I at least have some idea of how the game works. I'll admit that's not much but I know the basics It interests me that build timers are a sore point for DD2 players as that is significantly more restrictive than DD1 limitations. Spawn camping is highly encouraged in DD1 as it significantly speeds up clear times. the "spawn kill" builds mostly don't look like DD2 builds because Deadly Strikers and Lightning Towers are insanely broken and can spawn kill from map center. Thanks for clearing up the Mastery stuff.
  7. This is only the case after you have beaten the map, know the build, and have better gear that allows you to place less towers. When I first started running Winter Wonderland, I would finish the build with ~5 seconds left. Sometimes I would mess up the swap to Jester and have to restart. Nowadays all my characters have diamonds (40% movespeed bonus), I know the map inside and out, and builds have gotten a lot more streamlined, so I have a full minute left even if I goof up a buff beam somewhere. The effect of timers is only irrelevant after the map is below your gear level or too long. 1. DD:A's goal is to keep the soul of DD1. This is stated in the opening sentence of the kickstarter. 2. Build timers are essential to what makes the endgame difficulties unique Therefore... Whether any of those are an improvement is subjective. I will die on the hill of telling you that build phase hotswapping dumbs down build phase significatly, but that's irrelevant now because we know for a fact that it will be in DD:A (same with this discussion now that we know timers will be in too). People on the "official" DD discord are mostly DD2 players. Who haven't played DD1 since 2013 if at all. I don't give a shit about their opinions because most of them haven't played in 6 years and don't remember what the game was at that point. Not sure what "lane schedule" is but I assume it has something to do with what mobs are going where and when, which DD1 does as well. (not very well, mind you) In Temple of Love the entire enemy set changes each wave, and that map has the most restrictive build timers in the game. In Temple of Water which crystals can be damaged change from wave to wave and also affects your build in different waves. The Warping Core map pack and Portal Defense challenges entirely changes the location of the crystals every ~30 seconds or so. In Etherian Holiday Extravaganza and Silent Night you have a randomized crystal location every time you run then map. The "Mix Mode" option in survivals randomizes enemy spawns per door per wave. "Strategic difficulty" is not a phenomena unique to DD2. Remember what I said about the people on the official discord talking about DD1? There is one map in the previous paragraph that wasn't in the game as of 2013, and apparently you remember none of it. I don't mean to be offensive but a lot of people who talk about what is good and bad parts of DD1/2 simply don't know much about the other game and it leads to situations like this where someone can be embarrassingly wrong about basic facts about the other game. (example: I know literally nothing about DD2 Mastery) Take your "parkour" garbage elsewhere. It's not even bad bait at this point, it's genuinely dishonest crap that you're using to try to imply a higher difficulty than it actually is. But none of those affect build phase. You have really only 3 options: DU, mana, and time. Also as I said before, none of those ways of changing difficulty are exclusive to DD2. The same thing happens in DD1 when you pre-emptively G in survival. This isn't new. I can imagine that this is more exaggerated in DD2 since increasing your movespeed and the ability to navigate the map is lacking if not entirely absent. Like I mentioned above, I know less than nothing about Mastery. In that mode, do you still have the pre-buildphase downtime before you do the first G?
  8. Take your offense outside. In this case accommodating for a disability actively kicks in the teeth of those who wish to master the intended mechanics of the game by dumbing down one of the few mechanics that is capable of adding difficulty in build phase. Besides, it's just a freaking game. If you don't like it you are perfectly capable of going back to DD2 if you aren't willing to deal with the situations presented to you.
  9. Thanks for clearing that up
  10. Dedicated DunDef fans (the people more likely to donate to the kickstarter and thus be affected) are for the most part already a part of a community that will be significantly unaffected by these problems. The subset of people that actually protest these kinds of things is always smaller than it looks because most people at the end of the day don't care as long as they can play their video games. Here's an example. As an unrelated note I'm fairly certain that this isn't what was in this original post and the moderator/admin who changed it should make it a lot more obvious that it was edited by a mod/admin as it says it was edited by the user that posted it. I find that unlikely but I could be wrong. Also the "makes me mad" thing is irrelevant. It either violates forum rules or it doesn't.
  11. In what way? The PR response? A company's forward-facing actions don't really reflect what the end product will be as the PR department and the development team are two separate groups of people.
  12. That happened in DD1 because the level cap was raised and new quality tiers were introduced. Upon game launch, Godly (lv 60?) was the maximum tier, then Mythical was added which raised the max to 74, then Transcendent, Supreme, eventually Ultimate and Ultimate++. Also DD1 never resets any gear stats so what you are describing in terms of storing items as trophies works just fine. It's even better in DD1's private tavern because you can show them off on the floor when people enter.
  13. In which case you will also need a Monk, Series EV, and Apprentice. I don't see why we are cherrypicking summoner as some abnormally strong tower class.
  14. A quick note on the Summoner being "OP" Summoner is not really a "must have" class in DD1 anymore now that Apprentice has been buffed. It's nice to have minion walls for the extra security on lower stats, but there are builds for endgame maps like Tinkerer's Lab and Embermount Volcano that simply do not have minions period, and they make the maps move significantl;y faster. Around 2012-2015, when most people stopped playing DD1, Summoner was one of the "holy trinity" of Monk + Summoner + Series EV that most people remember being necessary for endgame maps. The clear times for Akatiti Jungle and Tinkerer's Lab at this point in time was anywhere from 23-28 minutes. Nowadays both of those maps do not use summoner at all and take anywhere from 12-15 minutes to finish. tl;dr having its own DU pool does not make summoner a "must have" in DD1, as you can now make builds that are better than summoner builds.
  15. You can probably just put "I don't have one" and if it doesn't accept it just put a # with 4 numbers after it at the end.
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