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WavingHat

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About WavingHat

  1. Here's the issue: All that has been done in the name of changing up your build has ironically only encouraged using the same, most efficient builds, repeatedly. It has gotten even more obvious will the release of onslaught and ancient power. You know how a lot of people are handling all these crazy mutators, mob combinations, and resetting of shard levels? Using the most versatile defenses and only them --- a.k.a bees and ramsters. So yeah we are not spamming flame auras whoopdeedo. We're spamming something else. Can you honestly tell me anything has changed? The only difference between now and then is the punishment for NOT spamming a defense. Look at how fundamentally awful the experience is if you don't. You really want to spend all that time building each lane separately, all that time farming relics and shards and gold, and all that time and effort swapping them in and out tediously, all that effort trying to positioned countered defenses in a way where they can screw you up the least? Ancient power further hammers my point in. All your shard levels are reset so you really want to minimize the cost of upgrading --- by only using the minimum amount of stuff. You see what I am saying? Everything about the game encourages you to be as efficient and as boring as possible. Doing anything else feels like a colossal waste of time and a punch in the gut. Back then sure people only spamming flame auras was an issue, but guess what it still is only it's a different defense. Nothing has changed in that regard. The game has only gotten more punishing everywhere else. At least back then you had the option to change it up. Now the game decides that for you and most of the time you bypass it with versatile defenses. I always get baffled when people say that these hard counters, mutators, and restriction challenges improve diversity. They don't. They have done the opposite for as long as they have been in the game. Thank you! I have had time putting exactly into words what I mean by being forced into a certain build type. When people say "Well would you rather go back to spamming flame (or old lightning) auras everywhere??" Of course not. But at least back then you could change up the build type and still clear the top tier content. Sure it was harder but it was still possible. Seems like towers need some serious work.
  2. That's not what I want at all. What I said above was that hard counters force you into certain playstyles. The maps tell you how to play before you even start. It takes out the creative side of building. I definitely am not saying that I want to build the same map every time though. For instance, geodes. Make their bubble have a health pool. Once it breaks, it takes a few seconds to come back again. Enabling towers a chance to kill it. Or cyborks EMP. Have the EMP hit with diminishing returns, or disable the trap/auras but have their stats ramp back up to normal. This would still leave counters in the game. However, the match ups versus mob and defense would be punishing rather than being a game ending counter.
  3. I check back every now and then to see if there have been any meaningful changes to the game. However, please don't take my criticisms as being "salty." DD1 was and still is one of my all time top favorite games. DD2 was as well, years ago. I am simply hoping for them to breathe some life and passion back into their game. It really does have a ton of potential.
  4. It seems like every time I check the status of the game it is only new cosmetic items, ascension crap, and hard counter mobs. All these things are poor cop outs for actual, playable, content. Cosmetics are a great way for a company to make some money to fund pushing content but it seems like it is the only thing Trendy is capable of doing these days. Ascension is not an acceptable replacement for end game content. You go from playing the campaign (which is pretty fun) to playing the campaign over... and over... and over... there are no real challenging bosses and certainly no exclusive high power boss loot that makes the game exciting. All loot can be acquired from all maps with a set random chance. This leads to a very monotonous farm with unexciting rewards. Ascension should be no means be the end game. It should be looked at as a perk to the end game. Something that is a nice stat pick up for continual play. Not a grind just to acquire a couple points towards a skill tree. Hard counter mobs are certainly a cop out for content as well. These mobs add 0 excitement to the game. "Oh no, cyborks are coming down this lane. Better put towers here instead." "Damn! geodes here? Guess I will build auras/traps." The game tells you exactly how to build and play a map before the game even starts! This hard counters take away any creativity in building and reduces it to a formulaic, predetermined, pattern of building. The only thing, in my opinion, that should hard counter defenses are bosses or mini-boss mobs. Mobs that require heroes attention. This would take the game away from sitting around your defenses. Ordinary mobs Should definitely pressure your defenses but not hard counter them and force you into a playstyle you don't like. These hard counter mobs are just a poor, unimaginative excuse to challenge player and add "content."
  5. I think I said something along these lines in a previous post. Saying that loot would have to be revamped and this awful shard system would have to be undone. So gear would go back to being more important and whole. Rather than getting a piece of gear then needing to farm out the shards to actually complete the set. Idk, kind of a bad, extremely boring system.
  6. No, it wouldn't. The economy would balance itself out. The rarer the item, the more it'll cost. It won't be faster. You'll either have to farm for the item for weeks or farm for 20M gold for weeks to trade for the item. No difference. Whoa, then what's the point of Trading, if it's gonna take the same time to get that Item? Use your head man -- go play some DD1. Buying an item would generally by much slower than just farming it out yourself. Especially if it is an end-game content piece with near perfect stats. But when you have to get an entire set like that, buying one piece could help you with gear progression. So you would get 4/5 pieces by grinding and maybe the last one from trading. That's how it was in DD1. A max piece was wayyyy too expensive to just go buy a whole set. And yes shards should be removed. I never said the passive grind should be returned. Maybe read discussions rather than just skimming it then whining about it. Shards are boring and almost completely pointless, save for a handful. They aren't exciting to receive either since you have to constantly farm for the same one just so you can put the same load out in every piece of gear. Shards could be fun if there were significantly less and they didn't have major, direct influence on game play. Shards make farming for gear boring. Gear means nothing if you don't have the shards to back them up. The loot system shouldn't be like that. Now bring on the comments that say "well actually I can farm c7 with my gear without any shards in them huehuehue". Well that's because you have OP gear that does ridiculous damage for c7. Since subsequent Chaos Tiers give gear that is good enough to progress you through the next tier I.E. C8....
  7. I wouldn´t say trading was a big part of DD1. From my perspective there was no trading at all since I strictly played with my GF at the time. I never saw any trading and more importantly, never wanted any trading. This is just my personal oppinion of course, but trading myself to an Ult++ and aquiring such a rare item in mere minutes, contradicts the whole idea of hunting for the perfect piece of gear and gradually clearing more waves on higher difficulty maps. I could care less for an item I didn´t feel I had earned for myself. That said, if trading is to be introduced to this game we definetely need Loot 3.0 or Loot 4.0 first. You kind of discredited yourself there by saying "I wouldn't say trading was a big part of DD2" then go on to say "since all I did was play with my GF." That would be like me saying. "I don't think clearing maps was a big part of DD1 because all I did was hangout in the social tavern." See what I mean? Secondly trading was a huge part of DD1. It's not like you could just walk in and say "Hey I want that Ult++ piece with awesome stats. OH only 1 Million mana? SOLD!" Ult++ went for billions upon billions of mana. The only way to get that kind of money was by playing end game content in the first place. Or trading similar gear. Someone a few tiers of difficulty would find upgrades naturally before they farmed up enough gold to buy guy to progress. DD1's community and TE had trading laid out in a way that trading was more of a way to better find the gear suited to your play-style or what you needed. Simply just buying gear to progress did not happen very often. Typically if you had a few pieces of gear that were on the builder side of things and you needed more DPS focused gear, then you would find someone that had that same (or nearly the same) quality of gear to trade with. TE would definitely have to revamp their loot system first and add enjoyable content first to make trading possible. I just hope it comes back in the form of DD1's trading/loot system. Also, if TE could take shards out of the game... That'd be great.
  8. I see you just want to troll, which was kinda clear from the start tho =). Gobu But to answer you, because i care for the game, not nessessary for trading. Simple trading would hurt the game way more in the current state then it would do good, like alot, nearly all except a few people say and agree. And it's one reason Trendy takes it time with it and so it should be (if it ever comes). Gobu The legion will trade alot of gold for foods, gobu. Yes in it's current state trading would be pretty useless. Since there is no point to obtaining gear in the first place currently. There is no end-boss; there is no challenging content; there are only stale grinds that top tier gear steam rolls. However, as I stated before, a system like DD1 where would thrive here. Where getting the gear is only half the fight. You also need a good knowledge of the game and understanding of how your towers work to beat the end game challenges/maps. That's how DD1 worked, and that's how DD2 should be also. If they had this system in place then open trading wouldn't be an issue. New players would buy max gear from sellers, wipe over and over on top tier maps, and rage quit the game. All that would happen is that person wasted some money for trying to skip ahead. All that would likely happen without you ever having a knowledge of it either. Also, I don't mean challenges like specific Chaos tier bull*** mobs. Those are in no way fun or interesting. They don't add any sort of challenge to the game either. This is because each mob is an absolute hard counter to certain defenses. So basically, the map tells you how to build before the first round even starts. This isn't creative, strategic, or fun. Special mobs should punish certain building strategies, not completely counter them.
  9. Nothing you listed above would be an issue if TE would follow DD1's gearing formula. Gear that is very good is pretty rare. However, maps were very fun. DD2's modes of playing are very stale and monotonous. You only ever need to run incursions once. Other than that you farm chaos on the same 3 maps over and over to no end goal. To play with friends in it's current state you would have to start completely over and play for weeks upon weeks just to get back to where you started. That is a horrible multiplayer system if you ask me. Don't get me wrong. Starter characters should in no way be able to keep up with end game characters. But there should be a way to get them on a head start to your level. Especially if you are trying to play with friends. Trendy needs to stop making these redundant gender swapped heroes and make some enjoyable game-modes and maps. They need to revamp the game to have high playability and a very high skill cap. That way, even if you did give away a perfect set of gear. That person just starting out would still need a very good knowledge of the game to be able to come anywhere close. Just like DD1. I can't tell you how many people I saw that clearly had bought gear. They would get steam rolled every time at top tier difficulties because they had no idea how to play the game. Trendy SHOULD go back to selling their game and expansions for money. When they were doing this, there was a steady release of fun content that challenged you even with insane gear. Free to play games always implement some sort of pointless grind that they force into being a major aspect of the game to boost sales to keep them in business. This leads to a game feeling cheap and clunky. The shard system is pointless. Gear should have stats for both DPS and Towers on them like back in DD1 and early Alpha DD2. This made farming fun and exciting. I would gladly pay for expansions for DD2 if they kept this system in place. Trendy has revised and revamped every aspect of this game so many times that they are now in a very awkward middle ground, tangled between many different versions of the original game. They need to revert back to Early Alpha for DD2 then focus on releasing good content. And by that I mean put Gender swapped heroes wayyyyyy on the back burner. And for the love of God, bring back challenge mode maps and remove the shard system from the game. It is clunky, backwards, and has turned every "unique" weapon into a re-skin of any other weapon in the game.
  10. Short version -- Chaos needs to be revamped.Playing the same 3 maps over and over is ridiculous.There is no point to play incursions.These absolute hard counters make playing stale and extremely boring to grind for. It also takes out any creativity for building and defeating a map.Rather than make hard counters that FORCE you into using certain defenses. Make chaos tiers that make building with certain towers more difficult. In my opinion, specific tiers of difficulty that have specific mobs is kind of stale. I really liked the system from DD1. Each new Nightmare tier added an additional challenge to overcome. Take for instance the Djin. It targeted and drained auras and traps so you had to watch for them and kill them. Sharks (Blanking on the actual name) that would run in quickly and move defenses aside, creating a hole in the defenses. Or the goblin copter that carried ogres in from off map to land right in front of your walls. None of these things necessarily countered any specific tower. Rather, it forced you to build strategically. This allowed people to build in very unique and creative ways. This is the major component of your game play that you're missing. Trendy, please listen to us. The mechanics you need to make a great game are right here in your community.
  11. The problem is not people selling gear for currency, the problem is destroying the progression, a person entering the game able to be max gear without even playing, don't you think that would destroy the game? Especially when there is no content after C7, or any reason to grind? So in order for you to play a few games with your friend in max gear, you prefer destroying the game for everyone? How about put your gear aside, and start with your friend on their level? ME and a friend playing private matches will in no way impede your gaming experience. You wouldn't even know it happened. Besides it's not like opening up trading would instantly give everyone the best gear. In DD1 if you wanted to trade for "max gear" as you put it. It would cost you greatly and you would be set back in currency as a different type of progression. It was pretty rare that anyone had the currency to buy an entire set of "max gear" anyways. It was usually a weapon or piece of armor to get them past that last wave or something. As far as starting over at level 1... That's just a bad idea. So basically you're saying that you'd want to grind with a for a very long time just to get even with the part of the game that you are actually progressing through? Seems like a pretty bad multiplayer system. In DD1 even if a friend did give you "max gear" there was still plenty to do. Grind for unique pets, unique weapons, explore the awesome maps. Even with "max gear" there were still very challenging end game maps and bosses. Something DD2 is lacking right now. So no, trading would in no way harm DD2. No one is going to grind for weeks to get a set of "max gear" just to give it away. "The problem is not people selling gear for currency" These are your first words. Trendy as explicitly stated in many dev-streams that that was the exact issue with trading. People would create their own gear in external software and sell that for real money. [[21159,users]] -- Do you honestly think a level one character would have the gold or whatever currency is being asked to buy said "max gear" to instantly jump to c7? C'mon man, think about it a bit.
  12. Honestly who cares if a friend gives someone good gear? In the current stages of the game you really can't play with friends unless yous tarted the game together. I am nearing end-game and (pushing c6) and if a new friend joined me I would have to power level him to 50 and even once they hit 50 they would just be dead weight. Making things scale higher. Being able to trade gear would allow you to actually play with friends. Rather than your friends just sitting in a corner until the map is over.
  13. I know you guys (Trendy) have stressed that you are worried about trading becoming an issue like in DD1 where people would sell items for real monies. But trading was a MASSIVE part of DD1's end game content. Because, even if you farmed the same map over and over and over, never getting that one piece of whatever that you wanted. You were at least farming up currency and other gear to potentially trade up with someone that had the item you were looking for. I loved hosting Tavern shops and laying my phat loot on the floor for people to ogle at. You could make some sweet Gold (or mana back in the days of DD1). Or simply even selling carry runs for Mana was a great way to make money. Honestly the only real issue with trading in DD1 was the fact that is was incredibly easy to hack into. People could hack into the code of a certain item, change it's name, and give it it's own unique stats in a matter of minutes.This did cause a problem because people would sell these hacked or duplicated items for real money. I remember I was in a game with someone that was hacking on that latest Turkey Hunt map and was using a lightning aura bigger than the entire map. He had been reported several times before that and was banned while in that game. Literally 5 minutes later is was back in the game with us because he lifted his ban by himself, just like that. However, now that playverse is hosting your servers for you I don't think this would be an issue and would love to see trading come back. Trading was a great way to help with progression, make some sweet in-game money, and helped the whole community. I really do hope it comes back soon.
  14. Yes, that is very true. However, DD1 launched in late 2010. You guys should have learned a GREAT deal of what people liked playing and what made them keep coming back. DD2 has absolutely zero resemblance of any long term end-game content or exciting rare loot.
  15. Yes Trendy please eliminate these "fake challenges" as someone so accurately put it. It adds nothing but annoyance to the game. Some of my favorite towers are useless because of a BS mechanic of the game. There is ZERO creativity in building anymore. You simply just do what the map is demanding.
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