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supergeek22

Junior Defender
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About supergeek22

  1. One of the recent updates says it changed incursion weapons a bit. I'm not getting incursion weapons every time now though. Is this a bug or did they lower the drop rate? Is there any recent explanation of which weapons drop from which maps? I've played the Malthius incursion a couple times now and not gotten any weapons...
  2. I'm currently in C2 trying to farm for C3, and I'm seeing a disquieting trend. I've got 18 hero specific shards to drop, and 10 have been for the 2 heroes I don't have. I play mostly with one other friend and they are having similar troubles, though I don't know the specific numbers. This is a huge buzzkill on an otherwise awesome update. I suggest increasing the droprate of hero specific shards for the heroes in your deck, and making it so shards don't drop for heroes you don't have. I really hope that I've just been extremely unlucky and the drop rate isn't actually higher for heroes not own
  3. Great work Trendy! I really love being able to build and play with the same hero. Playing with my abyss lord and building with the dryad in C2 right now trying to farm for C3. I have been super excited to play since the update. Keep it up guys!
  4. I've been waiting on this since launch. I think there are still a lot of players that really miss having couch co op. It would be great to see that on a "to do" list again, even just to know it hasn't been completely forgotten.
  5. Just ran bling king challenge nm4 solo playing with the abyss lord and all the items dropped at item power (IP) 1. At the end of the map I got a green chest with no midas touch. When I got back to the tavern all items in my inventory were still IP 1, so I just sold them. Can't comment about restarting game fixing the IP. I've also ran into trouble with red spectral knights. For me the first knight on wave 3 is invincible, so it's pretty much game over. I lost both times I tried to the same bug. Anyone else feel like it might be blanket apology time? I've been trying to farm gear after the rese
  6. After the update: 1. Matchmaking - Yay! much better! 2. Currency - no change 3. Enemy spawn - aside from my issue there's also the issue of enemies not being agro'd at all and getting stuck for no reason. 4. DPS vs. Builder drops - can't comment 5. Hero Balance - What they said: "We're buffing the original four to keep up with the newer ones". so far I've seen all of my karma vortex gear except for my gloves get re-rolled. That feels like a nerf. I also don't see my flamethrowers doing noticeably more damage. Seems like they can use abilities faster? I'd say they were re-balanced at best. H
  7. Incursion title: Bug Hunt Map: New Majus Quarters? Enemies are only the fliying electric bugs, some come along ground paths and maybe some special ones come the way wyverns used to. Every Dev that wants to participate buts in some gameplay quirk that is a "bug". Any player successfully reporting any bug that isn't posted as a known issue during the event gets 200 hero medallions. The dev that has their bug reported the most came up with something that was easy as pie, so in the next devstream, they take a pie to the face. I've found the game a bit buggy lately, and I'm getting kind of grumpy
  8. I'm fine with the option of using either currency. I think a few things make the option annoying though: 1. They two different currencies are graphically very similar. I think the difference should be painfully obvious, and preferably informative so any person off the street could have a reasonable chance of guessing which one is premium. 2. The hero medal option is on the right hand side, which is the default, muscle twitch, button to click for windows users 3. The numerical amounts are very similar for the first upgrade, so the difference is not obvious. Put together, these result in occas
  9. Each one of these things are not terrible, but in chorus they make me care less about this game. 1. Matchmaking - When my friends and I play solo, often times one of us will be left in the tavern on the first match (I know matchmaking is a priority, and I'm saying, "Keep it up. There's work left to do.") 2. Currency - Premium currency and regular currency are not plainly, graphically distinct. This really stands out in the item-upgrade menu. They appear right next to each other, the amounts for the first upgrade are similar, and, most annoyingly, the premium currency is on the right, whic
  10. There are a lot of pet abilities listed in the wiki. They are organized in tabs according to pet type (gato, dragon, creeper) and elemental damage. It seems to me a pet doing elemental damage has all of the abilities for it's class as well as additional elemental abilities available to it. I don't think the wiki has anything on # of projectiles or damage scaling though. Here's a link. http://wiki.dungeondefenders2.com/wiki/Pets[[10412,hashtags]] 
  11. I loved DD1 for the complexity. The builds that you would see got so nuanced and specialized. I really like this style of play, especially since heroes only have 1-2 useful towers apiece: apprentice, fire & freeze, squire cannonball & wall monk lightning & skyguard (except huntress which is god tier in this game). On top of tower imbalance, gear passives further limit the towers a builder can lay down effectively (is my squire cannonball squire or wall squire?). I think hero deck was intended to be challenging or provide incentive to play in groups, but for me it's just boring. I s
  12. I didn't like the lane resistances at first, but I'm actually kinda sad to see them go (though I haven't seen them go yet). I agree that there is a lot more freedom, and experimenting with different combos will be more fun again. I did like the challenge they posed though. It was like each map had 3 mini builds (physical resist, magic resist, no resist). I would always roll with whatever combination the map threw at me, so re-rolling maps was never an issue. Only real bummer for me was when pushing the limits of the build. A DPS hero can help you clear a map that your towers struggle with, but
  13. I'm skeptical of new heroes being balanced as well. I think in order to move the meta, they will add intentional power creep. New heroes will be stronger than old. Take DD1 for example. I love the summoner as many do, but he was totally not balanced. He was the only hero that essentially doubled your DU (we can talk build time, but if you're playing with 3-4 it's not really an issue). I think those sort of changes will happen with new heroes again. The game will stay sort of fresh by playing with new heroes, but there will always be a sort of optimum strategy. The balance I expect to see is th
  14. My first play through on free play I went straight for hard (the campaign bored me to tears) Things were going pretty good (challenging but clear in 1st or 2nd try) until I hit Ramparts. Little horn valley drops gear of lvl 31-35, Ramparts drops gear at lvl 28 ish. The level is super easy too. I actually got bored doing everything up to Betsy (next 4-5 maps!), where I get wrecked. My character is lvl 40, but the highest lvl gear I can find is max 35 (except for in shop, but I have better things to spend gold on than gear). Why does the difficulty decrease dramatically halfway through the maps
  15. I don't think speed is going away entirely. Correct me if I'm wrong, but I think there will still be speed spheres as well as speed as a special stat on higher tier gear (like range boost now). With critical hits introduced, I think speed will be even more important. It will just be harder to come by, and will likely not be boostable to the point it strains animations, balance, etc. I'm also suspect of the critical hit mechanic. Mostly I'm sad because I really liked the earthly knock up tower, but with such a low native fire rate, I fear it will be of little use, due to a lower relative probab
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