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Kiyomi

Junior Defender
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About Kiyomi

  1. Was asking about the same thing. I started over but it would be amazing to at least get the gems and exclusives (survived loot-pocalypse skins for example) for the console version. I just want to play the gun witch I bought but never got to play because my cpu broke. :,( Please give us some sort of repsonse [[4370,users]] or [[64025,users]]
  2. It wouldn't be a huge problem if not for the fact I put over $100 into the pc version of this game I bought every steam dlc available for this game up to the gun witch. I have not played since her release. I tried starting over....but it's just too disheartening to have nothing of what I worked so hard to gain...
  3. I would but my computer that I had that could run it broke. I'm too poor to get a new one or to rebuy all the in-game items and such.
  4. I have been supporting Dungeon Defenders 2 since almost the beginning of early access. But about a year ago my computer broke. I have a ps4 and have been wanting to play dd2...but all of my stuff is on my steam account. I bought tons of cosmetics along with the $60 edition of the game and the gun witch (whom I never got to play, since that is right when my cpu broke). I was hoping there might be some way to connect/transfer it all over to my account on ps4. I would really appreciate a response Trendy, I really live this game but haven't been able to enjoy it for a while.
  5. No actually, it's terrible for solo. Less option = less strategy. This is pretty straightforward. Make each tower better in certain circumstances and have combos between them. Like that, people won't only use the strongest defense everywhere. I wasn't saying it adds a TON of strategy, it adds a very limited amount, much less than if you didn't have it or had more slots. Having unlimited heroes would mean you could do a lot more, like having 5 huntresses, 4 of which have a mastery of 1 of the towers, and the 5th being a dps. I like this idea. The hero deck does involve strategy, but not enough. So when I was saying that, what I meant was, "yes it adds strategy, but not the right kind, or the right amount."
  6. No reason to be so rude, I was saying I dislike the hero deck same as you. :/
  7. I'm going to have our team talk more about this soon, but you hit the nail on the head. It ultimately comes down to having very limited ways of "winning," which is leading to stale gameplay. It's a multi-faceted issue from a variety of factors. The current Tower Defense gameplay is unbalanced due to a variety of systems making certain towers undeniably better than others and the other towers not being in a competitive state. (In regards to system refinements: When we say that everything is on the table for improvements, we mean everything. We're looking at every system in the game to refine.) Heroes right now don't have strongly defined "roles" with strengths and weaknesses. Design is creating new heroes to have more defined roles with strengths and weaknesses, and we're planning to loop back to the four current heroes and update them to have more defined roles (I think we'll be talking more about this when we talk about the Abyss Lord in the next update). Enemies also don't encourage the strength/weakness idea of heroes, so that's something the design team is also investigating this year. I believe we're going to begin with enemy tweaks and move on to adding new enemies to the mix. So the overall idea is that you as a player will be able to select four heroes from a large pool of heroes. Your deck, like all decks, will have strengths and weaknesses, and it's up to you to figure out how to complete content knowing what those strengths and weaknesses are. It's about getting the game to state of balance where defenses are competitive with each other. It's about getting the game to a state where there isn't one obvious path forward to completing content -- that there a vast variety of deck configurations that will work -- and that your deck will functionally complete content in a different way from someone else's deck. Does a limit of 4 heroes encourage strategy? Yes. It adds strategy, but not the right kind, or the right amount. Many Players don't like the deck, giving the deck such a big purpose doesn't satiate players, it just upsets them more. If people don't like a character in a game that players also feel is too serious, do you make them more prominent and comical to remedy that? No, the problem is the character, and people will still hate the character. Just like how people hate the hero deck and feel the game lacks proper strategy, and making it more prominent and strategic (through forcing people to work with the deck) only makes people even more upset. I've been creating a tabletop and having it playtested over the past 3 years, so I can see where you're coming from. You like the hero deck and want to work it in, that's fine. But if you want your player-base to be happy, you need to make a compromise, not just make your original idea work. I learned that over the course of development of my tabletop. There were many things I had to change or get rid of in order to make things better. I took from other tabletops and prioritized making a good tabletop over a unique one. Once I had made a good foundation based upon things that are known to work, I could then focus on making things more unique. You guys don't need the Hero deck to be unique, Dungeon Defenders 1 didn't have it and it stood out. Keep the Hero Deck if you want, but please loosen it up and give it real purpose, AND encourage players to work with it rather than submit and trudge through it, which is what it feels like now. And just so that I don't seem like one of those people who say something needs to change, but offers no input as to how, this is my 2 cents. First: No more "Unlock at lvl blank" if people want to grind up each hero before proceeded to the next map, let them. That's part of the fun of it. And it helps with solo play Second: No more arbitrary numbers for the ammount of heroes you can have. What I mean by that is, we have 4 heroes in the deck right now, don't just add one and say that fixes it. Take into account the strengths and weeknesses of each hero, whether they are in the game currently or not, and see what kinds of strategy you can have with different combinations. Look for game breaking ones, if having heroes a b c d e f and g breaks the game and buffing or nerfing that combo would break the balance, then maybe 7 heroes in the deck are too much, try 6. Don't set a number before you have a valid reason, saying "it adds strategy" without seeing all the possibilities isn't solid enough a reason for most players. Third: With multiple builds options, multiple heroes, and a hero deck, giving people only 4 character slots to begin with and more being $4.50 and your game being free to play, designing the game's difficulty becomes too problematic. Making it more difficult and strategy based will make it pay to win. This may seem somewhat unrelated, however, the ammount of starting character slots should be AT LEAST the amount of hero deck slots if not +2 that. I feel you've limited yourselves too much by making so many things cost so much or just have a cost in general. Costumes can be monetized, that's fine, but monetizing things like hero slots limits what you can do with the game's balance.
  8. This is planned to be Free to play when it hits official release. Until then it's pay to play early access with free premium currency given as compensation for putting money in. You pay 25 to get access to the game and get $30 of premium currency, that doesn't sound scumbagish to me.
  9. I for one am glad they added the system in and am happy with it too. They have quite a bit of premium content already and are making more. We were going to run out of the free premium we got eventually and the new system seems very nice! Getting bonus gems at tiers is a nice touch I had never considered. Good on ya in my opinion Trendy. :) And I doubt this means they're going to be focusing more on premium content than they have been. Premium is a suppliment to the game, if you want proof look at what they've been adding to the hotfixes to see their focal point.
  10. Because currently it stops people abusing each defense individually. For example: It makes the choice for you, because when 6 hero slots are available, you'd have heroes specifically tuned for each combo which would be overpowered. Why use a waller squire to build cannon's if you had a monk and apprentice in your arsensal? Now you'd have multiple squires available to build each defense more efficient individually without losing that powerful monk and apprentice! (How is that balanced?) Ask yourself. Why use a flameburst apprentice to build your earthshatters, and your frostbites, when you have other apprentices to build each defense more efficient individually. (How is that balanced again?) Ask yourself. Now you'll have heroes with specific mods finely tuned for their specific role. (That seems really overpowered to me.) I have no idea how you came to the conclusion that's fun, and better yet not making the game unbalanced. A lot of people play League of Legends so that would be like the equivalent of having each rune merged onto every character and saying 'it's totally more fun to do it this way, screw the balance and the sake of the future of our game.' While the extent of hero deck wouldn't live up to the disastrous mess that League would conjure by resorting to the above, It's still on the same pathway of destroying any hope for having a challenge in the game. (Why does 6 heroes destroy any challenge? read above how each hero would be tuned to counter everything trendy would throw at you. It'll be even WORSE when you're in party groups, that's going to be hilarious to see all content get completely stomped even harder now.) Right now you could have a squire tuned for something like defense health for blockades, or having a squire tuned for cannon stun, or squire tuned for ballistae. But obviously you couldn't take all three, unless you want to miss out on having other characters to utilitise other roles / spheres like boost monk etc. Which is why Dungeon Defenders 1 had EV, Summoner, Squire for Ballistae's, Monk's for Auras, and various other builders along with powerful DPS heroes because that didn't ruin the game fundamentally, definitely not. Just made it FUN. Spheres in my opinion was introduced because why have a single character tuned for flameburst and frostbite simultaneously? Now the additional hero slots remove that incapability.. because now you'd have the solution to make a apprentice with 45% ice block proc with frostbite slow mods on gear, then having a separate apprentice tuned specifically for flame burst, then another tuned for Earth shatter, completely covering all basis and all combos. Imagine having a geyser huntress with a lightning aura monk, a frostbite apprentice, a earth shatter apprentice, a blockade squire and a cannon mod squire for cannon's to have a percentage chance to stun. What am I saying? Not overpowered hero lineup at all, especially when solo players will be abusing the hell out of these. Anyways, continue driving, I'm sure we're bound not to hit a brick wall. That's true, but how long do you think it'd take someone to level all of those Heroes and get all of that gear? By the time somebody would do that the only thing left for them to do would be revel in the power and efficiency, ESPECIALLY if the level cap is raised to 50/100. If somebody wants to put that much time and effort into all of that then I say let 'em and reward 'em. Just my two cents. Now, if it changes the entire game to revolve around that style of game-play, then I whole-heartedly object. It just needs a lot of time and effort put into balancing.
  11. I was going to suggest this. It would really add immersion to the game and make playing a lot more enjoyable. Aye. So would having another hero or two on the roster that isn't a slightly different copy of all the others the way the first four are. I really do feel like using all humans has been restricting us creatively, both the players and the design team. I'm actually more worried about the hero vote, the weather vote is actually way ahead of it atm and well into a safe zone for implementation. I'd really appreciate if you guys voted a bit more on the hero's as well as the weather. They open up too many more fun options in terms of actual game play. I put some IPs towards heroes. I think the reason people aren't voting for it is because Trendy confirmed that no new heroes are coming until after it leaves early access. The devs seemed to like the idea so they'll probably do it regardless. This influence vote most likely won't determine whether diverse heroes get in or not, but it probably WILL determine the quality.
  12. I think the reasoning behind that is the description makes it basically an ogre that ignores people. A kobold king would be the boss of all kobolds, so it would need its own incursion area. Otherwise the wyvern special enemy would be betsy herself. For the market hub there has been the general idea that a market hub = trading added. Because of the word market. The thing with the ui is both because beginners have it a little hard, and organization atm is kinda argh. And that intro sequence which frankly looked amazing. I don't see why it needs SO many votes either though. XD I liked it because it reminds me of Kingdom hearts the way the hero health and mana are set up. As well as the little flinching chibi huntress head. :3
  13. I like the weather changes personally. The current maps are getting SO incredibly stale. :/
  14. Same as a Growld but red and yellow. They did say only certain pets will have evolutions now. Maybe the itsy betsy will have the evolution instead of the Growld?
  15. So I just watched the Devstream and heard about the amazing Bearacade. I for one want this tower in the game. But not just the Bearacade, oh no! I want an amazingly punny tower for ALL of the heroes! Such as: The poison Fart Tower: Instead of shooting poisonous darts, it spreads a wave of gas that wafts through foes poisoning them. It would have an AOE but be restricted to ground enemies with a slow charge time. If anyone else has an idea for a tower leave a suggestion!
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