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About Pachipachio

  1. Couldn't it be that they are (like most f2p games in early access afaik?) operating on a loss throughout their alpha/beta/kappa stages and if they have their final ace in the hole (full release) flop they would be in their death throes? How long do they pay for the studio space, server space, employees, etc when the game isn't able to pay for all of it? And if they're planning on adding enough thoughtful dev time to make the game actually good then they'd save release for after that to get the most sticky boost in playerbase.. right? If I were optimistic I'd see this as an admission it just wont get much better and ultimately this is a hail mary hoping the boost in players will be more sticky than it has been the other times DD2 moved into new "development phases" But I'm a cynic when it comes to this game and I think the intent of a release now is much more heartless I think it's reasonable to think this marks the end, in a way but they could also just be making bank off of current purchases and just be laughing at the people who think this game is failing
  2. Reminding us all that, in order to be helpful, we should be more realistic and not ficitional We should all take notes on the real situations you presented us with up above, there were many. Like how emp flame works, .15 faster than this or that, analysis on overkill, the actual (not made-up) dps of different cannons vs the actual (not made up) hp of monsters, the 100 million crit damage tower with 10 sec atk speed, how much damage CC is worth, ...and many more All very scientific, and very helpful, indeed looking forward to the next thread where someone, takes the HP of every different type of monster from every difficulty + the 3 tiers they have a chance of spawning in, makes a couple dozen graphs like these except replaces DPS with TTK(time to kill) for every defense (so that they could use defense-specific shards as well), gets data on every possible monster schedule to determine an expected TTK over 5 randomly generated waves posts it all, explaining what he did and that his goal was to give information on the relevant DPS of each single tower if used aloneand then good ol' math wiz H3M1V3 comes in to remind us all it's worthless because the foolish OP didn't take into account that different towers would be attacking at the same time huehuehue sarcasm aside, OP made perfectly adequate graphs representing exactly what he set out to represent. He made absolutely clear what assumptions he made and exactly what's being graphed You're arguing that his data doesn't adequately represent relevant DPS (or TTK) when taking into consideration all the different HPs of monsters and/or specific towers with unique properties/shards. Well, he never made the claim that his data did any of those things It's honestly a bit annoying/insulting for someone like you to come in and say it's not helpful because it didn't take into account x, y, or z (when x, y, and/or z make it way more complicated). Worse yet, was when you made up numbers to express the effect of x, y, and x instead of taking the time to give actual numbers. I can almost guarantee if you took the time to be precise in your explanations you would respect the work others have put being precise in theirs.
  3. The drop off can only be due to frosty nodes no longer stacking since they're measurably better now than before They're so crazily game changing I'm like.. sort of at a loss of words that you're saying they need to be buffed. Yes, maybe it's a little tougher with your flame auras - I've seen glimpses of your build in your videos and you still maximize their #s in the lane yeah? causes them to be off to the side (due to "aura too close to another aura" thingy)... making it harder for the frosty to connect. Perhaps it would rewarding for you to try frosties while centralizing flame auras (like, their node being directly in the path of travelling monsters) and just having a bit less in the lane. Because man, +50% DP and +40% DCD is just... really good lol It's downright disgusting with fissures and bees (admittedly, I haven't used both in a build yet since I only ever got one mythic/legendary medallion with DCD/DS secondaries - and it's a bit tougher to climb with trees + a single target defense) but they're guaranteed to be buffed at just about all times without thinking about positioning at all so it's the uber lazy man's building
  4. Does Destruction synergize with Frosty Power? Last I heard it didn't, but I don't have the shard to test it myself. Never heard anything about this but it's definitely possible Checked it out just now, same everything as above except destruction instead of duet aaand no change, still 39k regular and 229k crit! So destruction actually doesn't work with frosty and I'll be keeping duet in just to better guarantee towers are getting the buff Ok, checked this too and w/o power transfer I get 0 change to crit damage under a frosty So, idk where you got this from but it doesn't seem to be right my above example shows that frosty power is adding exactly the amount of DCD you would expect if power transfer and crit damage+% worked for it. I think it's pretty much concluded atm What does +2 dmg tower = +2 frosties in lane strength mean?
  5. Indeed, I had actually thought I somehow had destruction on my frosties which is why I went back in game to check and make that edit since it would mean I'm getting the 34% from frosty destruction and not the 34% from crit damage on the fissure but, ya, I'm a monkey and didn't have destruction on frosty. Would make positioning them a bit easier on some maps w/o duet
  6. Nah, I haven't tried w/o because it didn't make sense, mathematically, to do that It definitely works with power transfer, my fissures do 164k and crit and 23.2k regular in tavern, and (checked just now, you motivated me start at least a c6 game up lol) with frosty it's 229k crit and 39.3k regular frosty app has 15778 DP medallion with nothing relevant in ascension points & shards: duet, range, frosty power lavamancer has 11526 DP medallion with 4803 DCD/DS & shards: power transfer, crit damage+34%, attack rate so it added 64k DCD which is equal to 6,400 DCD (fissure has a 1:10 scalar on dcd). Which is about 40% of the frosty app's medallion's DP so, not only does power transfer work, but the defense crit damage+ shard works on the defense crit gained from frosty power getting converted into defense crit by power transfer might be better to just drop duet in some cases and get destruction on it so... it's better now than it was before the crit patch. If we ignore the stacking of frosty nodes Edit: Made some edits b/c forgot to include shards (more specifically the fact that I don't have destruction on frosty)
  7. Yeah, I agree if we're talking about frosty (or anything with HP for that matter that isn't a wall) it's kind of wonky in C7 because you either want to not use those towers or trick kobolts into suiciding on bait towers or environment but.. idk if the devs should be introducing monsters that disrupt the balance of the game so badly and then bringing all the towers the monster is meant to disrupt in line with the new monster. It's like this weird cycle of problems whose solution creates a similar problem that needs a similar solution... etc I see it like, Devs want us to have more difficulty in planning defenses Devs design a hard-counter effect to a particular tower qualityDevs get feedback that some towers are being countered too hardDevs buff those towersDevs want us to have more difficulty in planning defensesidk, I think if we just buffed frosties, and all other towers with HP because of the kobolt then what was the kobolt for. And if the game is dull with the kobolt then the kobolt has to get redesigned or just tossed Edit: I think everything I'm saying here is just going to mirror similar sentiments I've made in other threads and I don't want to poop this one up with my ideas anymore. It's supposed to be about frosty feedback anyway, not the game as a whole my bad
  8. Yeah, agreed. I mostly assumed you meant what I elaborated on, just thought it was a good quote to expand on for other readers Yeah... I think they're trying to capture the essence of that with unlimited chaos tiers. But, like you said.. tough on them to keep with it (and given their ability to keep up with more-mundane things like balance it's... well, these chaos tiers are like a house of cards to me) It's like they copied what makes D3 pretty cool (paragon-ascension and greater rifts-chaos tiers) but totally flubbed it. Imagine if D3 had a limited number of greater rifts and each greater rift dropped scaled up gear, lol
  9. The DP:DCD ratio is the same (1:5) across basically everything the 50% DP still amounts to +30% DCD if you're using power transfer (which everyone probably is for their damaging towers). Perhaps it's even +40% if defense crit damage shard's +34% is able to increase the DCD damage given by power transfer through frosty power. Makes a humongous difference for me in-game when I can spend 30 DU to increase the damage of 4-5 towers (fissures/bees) by that amount I don't think boost aura gives +30% DCD. Unless the +20% shard for boost auras give 20 pct points making it .3 or increase its .1 to .12?
  10. oh, that's what you got out of that post? No, I implied I want tower selection to matter more, not less. It's perfectly possible to allow more strategy into the game, even with the current poorly-planned out maps, so long as a team is capable of spreadsheeting towers, analyzing that data, and is creative enough to differentiate them meaningfully across attack rates, damage, effects, ranges, etc Flame auras aren't just a 2nd option, either. That's crazy exaggeration lol. But if you want to laud it as a victory for trendy then uh... we'll just have to agree to disagree then
  11. Hm, I'm pretty sure +50% DP on towers it can buff is still extremely strong and it's one of the better towers in the game because of that shard. It's true the tower is almost worthless to upgrade, should just be a larger area per-upgrade (doesn't it already do that? really hard to 'test' it) But the tower is simply a game-changer for clumped up defenses that can be placed in a lane and on difficulties w/o cybork. Like dryad bees/cloud, fissures, and to a lesser extent flame auras and flamethrowers - lesser because the positioning is tougher on them (flamethrower because they have HP, and flame auras because they have the "too close to aura" thing). So, I don't really see your "defenses seem very powerful on their own while synergies from this tower just are not worth it". You sure you're not getting a distorted view of the game because of your high ascension and are cutting this defense because it's easier to use defenses w/o HP instead of it not 'doing' enough? It's really good.. and I think it'd be a mistake to "give it some love" when there are some pretty deeply flawed fundamentals across just the damage towers that have still not been figured out
  12. It really is a shame (for dd2) that tower selection isn't making it into the tiers of importance for anyone Can beat the content with flame auras with enough stats so long as you're not a monkey and can "place them" lmao Am I a minority in wanting a this to be a TD game that incentivizes players to focus on strategy type things (which towers to use X which tower to upgrade first X should I upgrade or build another tower X where to place tower) or is just maxing DU with any one particular tower immediately and barreling through the content cool with everyone so long as we keep getting new Chaos tiers at regular intervals?
  13. Sometimes's it's perfectly reasonable to ignore community feedback. A majority of us don't have the end-goal in mind when we're commenting (I know I don't) so we can only say what we like and what we don't like, currently. Maybe what we don't like makes sense later on.. and what we like makes little sense later on. It should be the case that the lead designer will usually know better than the players what the game needs next, what it needs to tune, remove, etc Plenty of feedback has been taken seriously though and sometimes patch notes are directly copied from community suggestions and/or feedback but.. in a twisted sort of irony that's a bad sign, for me. Implies we're getting a game pieced together without a large overarching vision of what it should be. Like.. what is the game supposed to play like, as a finished product? What are we building towards? Is this basically the future of the game? The same experience of C5 -> C7 ad infinitum with C8, C9, C10, C11, C# with a new enemy thrown in each one? Bleh. And how dumb is it that we're playing a TD game where some of our most-deep-into-the-content players have been clearing it with just flame auras (sry zimmer, but this is silly and idk why you want this) - likewise, some of our most vocal players actively suggest that devs should change designs in such a way that it facilitates the primary use of one tower, like flame aura (what is wrong with not being able to clear content when trying to brute force it with primarily one tower...). The tower defense aspect is so weak... it's mostly about out-stating the stuff by farming instead answering questions about which tower would be best here? where should it go? should I upgrade it or use the mana to build another tower? The last two attempts of tower balancing should be a wake up call for both devs and players since it's kind of obvious that one of our own's spreadsheeting influenced it a lot (and btw lol buff beam balance talk in other threads - good luck with that when we're two years and several attempts deep in balancing LSA, blaze balloon, earthshatter, etc) Oh and of course the devs must have asked themselves months ago "how do we get the players to use different towers" and the first answer to that was the siege roller. And the feedback on that was mixed... so they removed what people whined about and double downed on what people liked: hello cybork, shield geode, and vanguards. Hard counters are just plain lazy design. If I had a TD game and all my players were using the arrow tower to clear it, my solution better not be to just ban the arrow tower. So, yeah, some feedback is good feedback and some is terrible. Good feedback, imo, is that hard-counter effects is a lazy answer to the question of how to get players to use different towers. Bad feedback, imo, is the effectiveness of all towers should be equalized in such a way that we can clear content with the primary use of any one tower (like, flame aura)
  14. serious? You're not ignoring that fact? But your example is one where the ascension level between two different difficulty relics is exactly the same? That is literally what I said you didn't think about when making the statement you made. Why did you say "I not ignoring that fact" and then ignore that fact in the example... I understand the difference between a linearly increasing value and a parabolic one. Really... I do If all the chaos tiers were out, and they stretched into infinity.... you'd be right and I wouldn't have said what I said Yes, that's exactly it, you get it! So you can't make the claim that the effects of ascension levels will depreciate over time for everyone. so, good, seems we agr- wait, you just.. in the first half of this sentence you gave reasons against "the fact" of what you said >_>;;;;; You remember saying that, "your level will not have as much impact as they do in lower chaos levels"? Just think about this patch. How many "free" ascension levels did you get sitting at C5 because there was no C6 to advance to. Those guys who have 1000+ are going to be doing C6 when I guarantee you they could have made that transition like.. several hundred levels ago. So they're starting with a couple thousand extra DP/DCD (and max relic is about 11.5k? yeah, that's a bigger deal than whatever someone would be getting out of a couple ascension levels in C1 lmao). In other words, ascension, for a lot of us, has a way bigger impact for C5->C6 than it did C1->C2 or C2->C3 or C3->C4 or C4->C5. Even C6 -> C7 is going to be greater than the previous ones except C5->C6. That make sense? The impact of ascension for a lot of players is going up, not down, as new difficulties are released. And it'll continue to do so until they're capped.. which will be a long time But we can reasonably assume that they'll follow the same trendline of C1-C5, right? And so we can extrapolate that and reasonably predict the stats from C6 to Cinfinity
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