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About JudgeM

  1. JudgeM

    What Mods

    Pierce on PDT Tenacity on WMF and FA
  2. Well, I'm not Trendy. However (and I'm not trying to be offensive or anything) you could try to not let them reach the wall in the first place. Unless the lane is extremely short you should have plenty of time before a boss reaches the wall if you pull it back a bit, which is a good idea on vamp lanes. Furthermore, add some kind of CC or at least speed reduction, like a frosty proton beam or a frost tower.
  3. I am a mostly f2p player. I did buy bags once, and possibly a hero a long time ago. Furthermore, I never played a lot, just log in to play every now and then. That being said. I have all heroes I want and up to 3-4 of each for some of my more used ones. It's very easy to get the defender medals you need to buy the heroes and extra hero cards at a reasonable pace. With shards you can (if with a bit of difficulty) deal with quite a lot of the mutators with only the 4 basic heroes. They do have access to most of the things needed. They can stun, poison, drench, freeze and probably more. They have ranged single target, ranged AoE, ground traps, Anti air, crowd control and walls. I agree that some mutators are a lot easier to deal with if you have all of the heroes though. I agree that some more control over the towers would be nice, but most towers behave fairly predictable even if it's illogical at times. I would love to be able to make certain towers focus on some things. Bad AI is also a serious problem at times. Some towers are indeed crippled by that. Limiting your playstyle is in fact a legit way to increase difficulty of a game. It makes you have to do more than just spam faceroll defenses and then AFK. It is used in a lot of games. Wow for example have(had?) challenge dungeons that limited your gear. Other games remove skills for certain game modes. They can limit your resources so you have to beat things with "lesser" setups. It's nothing new and I personally like it more than just adding numbers. Which is legit a bad way to add difficulty to a game. Nice language always get you further. Quitting is a good idea to make your displeasure known, but bashing and raging is mostly ignored by devs. Constructive criticism and and open discussion which invites responses and discussions have always been more successful in making issues knows. It also helps devs if you can clearly and calmly state issues that you have with the game. Also, keep in mind that while forums are often filled with raging people, displeased people are always louder than satisfied people. Few people go into a forum to say that they like things unless it's outstanding. Although, Trendy doesn't have the best trackrecord of actually listening or taking part in discussion about actual issues on these forums. Some bugs have been around for years and some seems to be mostly ignored.
  4. Controlled burn lanes need to have a condition on them to be able to damage them. A condition like stun or poison. As far as I'm aware (I might be wrong, might a shard) ramsters do not give that making that idea invalid. 1 ramster plus proton beam could handle it, as proton beams can freeze. Except cyborks nulify that idea.
  5. I would like to point out that some shards might seem more rare as you need a lot of them while others you will only ever need one of. For example power transfer, as mentioned, is a shard you need a lot of (or at least want) so it might seem more rare than empowering flames, which shares the same chaos IV shard pack. As you will never need more than one empowering flames your inventory can quickly fill up with them if you don't sell often. On the other hand, power transfer rarely sits around in the inventory when there's towers that need them faster than you can find them. Also, the amount of "trash" shards might make it seem like some are vastly more common simply because they kinda get grouped together in your mind. There are atm 34 possible shard drops in chaos IV, of those only 2 are used repeatedly (Defense rate and power transfer) while of the other 32 I'd say about 4-5 are actually worth using. So of course it's going to seem like they are rare when they drown in a load of vendor stuff. But if you count each individual shard they might not be that much rarer. This is in itself of course a bad design. As you pretty much drown in shards that literally have no use whatsoever after you get a copy of the few usable ones. Even if every shard was good enough to use there's still the issue of some shards inherently being shards you want multiple copies of sharing the pool with the ones that you only need one of. That being said, very few shards are so vital that you can't play without them and furthermore, play enough and you'll get them sooner or later. I had to wait until ascension level 150 or so to get my first deadly strike and yet today I noticed I had 3 sitting around in the inventory as I didn't have enough towers to use them on. What bothers me more is that some shards are not available any more yet apparently still functions for people that got them before. Take Water Elemental for example, giving every tower a chance to drench enemies. Could be really useful in some lanes in onslaught. (Although, I haven't checked lately if they do actually still work) In my opinion the shard system needs to be looked at, but it's not necessarily something that needs to be of the highest priority. Most of all something needs to be done about the inventory bloat of having all these shards that might be useful. Shards you don't need should get some kind of value. Maybe trade in 10 for another shardpack of the same chaos tier? Maybe you could trade them in for a very low amount of defender medals? Maybe they can be disenchanted and the materials could be used to upgrade relics and items even further? Duplicates could be used to upgrade the ones you have to save some gold when using ancient power (as the gold drain of having to upgrade every reset is apparently insane). Who knows.
  6. I don't believe (unless other things have been mentioned, I haven't followed dev logs and such) that onslaught is the end. It's a system put there so that you always have something to work on. A system to give people something to do between updates. For example, should they add another chaos tier you'll have something to work on, then you can go back to onslaught and see how much further you can push. If they add another type of maps you can do that, but once you're bored you can once again go back to onslaught, maybe push a few more maps. And once things start getting even more powerful? Just add a few more levels to the ancient power and bam, you got something new to work on. In my opinion I believe this system with ancient power and onslaught is there to dampen the boredom of the downtime between updates.
  7. Some things to help with Assassins. Most of which I assume you know but I'll post anyway. 1: Have enough health and armor to survive a while. Makes it easier to reach the killzone if you get jumped in transit. 2: Build a specific killzone, one lane where you build some extra defenses that help with killing the assassins. They can't stop you when they're dead 3: Some kind of passive healing. A world tree, mystic 4 (can't remember the name), abyss lords healing fountain. Surviving longer makes it easier for the towers to deal with the assassins. 4: Make sure to add CC into the mix. And as previously mentioned, a stunned Assassin is a flying assassin. Skyguards can melt them once they're stunned. 5. If you're lacking shards, remember that you can buy shardpacks. It might not be a major thing, but having heavy cannonball in the lane where you kill assassins makes things way easier. Also, you're not actually meant to oneshot c5. You're meant to fail a couple of times and get a few upgrades. Killing a few bosses and you might get a decent upgrade that makes the next couple of runs easier. By the time I cleared c5 the first time I didn't need to repair in the waves or rush the siege roller. I just waited in the killzone until assassins were dead. Or you could just, as mentioned, skip the tier.
  8. The game isn't meant to be played with only one (or two) heroes. Although it's possible it really helps to have as many heroes as possible to get access to a lot of different strategies. For Chaos 1 with the base 4 heroes I would use a Squire for walls, put all ascension you can into wall health. Either a Monk with flame auras (as you have I guess) or an Apprentice with Flame Throwers. A Huntress with PDT (Poison Dart Tower) helps as well. Then use a strategy where you wall of chokepoints, put a PDT somwhere safe but still so that it shoots the back of the enemies as the shield goblins block projectiles from the front and then cover as much of the area as possible with AoE towers like flame throwers and flame auras. This is a solid strategy for Chaos 1. Remember to use your ascension wisely, if your monk places flame auras put points into flame aura damage and so on. Any hero that builds offensive towers want to spend the first 20 points in the utility tree in Tower Crit Chance. Crit is massive for most towers in this game so getting up to 30% crit chance means a lot for your damage. (33% is cap, so don't bother using the crit chance shard once it would break the cap) It's been a while since I tried C1 for the first time so I can't say for sure, but usually, don't expect to clear a new chaos tier on the first try. The way progession is supposed to work would be that you clear a few waves, get some upgrades that help you clear even more. Do this until you can clear Chaos 1 easily and then move onward.
  9. As mentioned, towers have no aggro anymore. They will mostly only take damage if they are in the way of splash attacks, ranged attacks that hit them by accident (if they are in line between the ranged mob and the wall) or if something walks into it. There is a topic (I believe it's on page 2 now) about "I can't even complete chaos 1" or something. In it I posted a few screenshots of builds, where you can see different places you can place towers. WIth mostly no damage to the towers. Be careful with ogres though, if you get close they will jump, and that jump does a lot of damage to towers.
  10. Are you placing your towers behind the walls? Most towers aren't meant to be there anymore. They pull almost no aggro so if you place them back in the lane you should be able to reach them. It's also part of the strategy of the game, covering enough of the lanes to kill everything. It's one of the reasons stuff like Flame Aura is so popular, you can cover a large part of the lane without issues. If that's good design or not is of course up for discussion.
  11. In my (not so) humble opinion one of the main issues is that the wall jumping mobs bug exists, thus when people do bad builds such as leaving large gaps in the walls they instantly shout bug instead of looking at what they did. It might not be instantly clear what you did wrong and as such you instead believe it to be the bug causing leaks.
  12. Hi, as mentioned already in the topic you can place towers outside of the protection of the walls, they have almost no aggro nowadays. One thing to keep in mind though is that while they don't pull aggro they're not invincible. Splash damage or just being in the way of ranged attacks can and will still destroy them. That being said, I made three screenshots of three seperate "builds" I used in c1 when I started out. I don't have any increased range from shards on any of the towers used here, but I probably have some ascension put into range. Regardless, using these builds and tweaking them a bit SHOULD work. Adding more damage as needed. None of them use any heroes outside of the 4 originals. If you have any of those you unlock more potential builds, but they aren't needed for most of the game (one exception is that EV2 makes c6 a heck of a lot easier). This one is the most basic and with the most spare DU to improve the defenses. The flame throwers both thin out the hordes of weak mobs and can reach javelins that usuall stand in the corners or the stairs. This leaves the rather powerful PDT to deal with any strong enemies that reach the wall. Placing some more AoE in places that reach the front of the wall, such as flame auras, helps a lot. If you happen to have an Abyss Lord placing a ramster behind the wall will be very powerful. This one focuses more on mowing down the trash quickly with loads of AoE. It's a bit weak to bosses and the two flame throwers on the stairs might get hit by random things at times. If a Siege Roller passes by it's most likely going to break the two of them. It's a good build if you have a strong hero dps character though, to do the work on bosses. As usual, adding more towers as your DU allows helps. Maybe a PDT (I don't actually remember how much DU you have on this map) in a position similar to the previous build or some cannons would be good as well. The upside to this build is that you only use 1 core tower allowing you to really pump at that one relic with all the good shards you have. This one is more like what most of the game will look for you if you follow the current meta. Flame Auras are almost universally good. Enemies can't break them (although cyborks can stun them), they do a lot of damage in AoE and can even hit flyers if you have a good spot for them. The cannons here are used to kill the ones with enough health to make it all the way to the tower. It's a good all round build that can be adjusted as you see fit. Frost towers to slow down the enemies in the flame aura, different nuke towers if you don't like cannons. Once you get more range you also get more options on where to place towers. If you for example have heavy cannon ball (chaos 5, can be bought in packs) you could place at least one cannon behind the wall and let the heavy cannon ball roll down the stairs and stun everything in the flame aura. If you think that the enemies will all reach the walls you can place the auras close to eachother around where the cannons are and thus have double aura coverage at the walls which can be good. Just don't forget that javelin throwers will stand quite far back. As the auras grow with deadly strike and range gambit you can cover a lot of the lane with a constant ticking high damage aura. Of course there are dozens upon dozens of alternatives you can build to fit your current gear, shard and tower options. But this gives (in my opinion) a fairly good idea of roughly how to build. While there are very few true combos in the game you can still take advantage of their properties. Frost beam slow down the enemies grouping them up better for AoE and increases the time spent in the aura. Same with proton beam and their slow. If you have the explosive poison shard it's also a good idea to group them up as tightly as possible for example. I hope this helps a bit and have fun.
  13. When I started C5 (which was before the loot patch) I used (depending on the map) flame throwers or ramsters with rate being the most important shard. One PDT per lane to use as both dps and anti air. Sometimes, depending on map I used Skyguard as well, usually close to my killzone if possible as a stunned Assassin is considered flying and the Skyguards help there. Cannons with heavy cannonballs, speed being the most important here, they're there to stun, not dps most of the time. Then I created a zone where I spent most of the map containing at least some form of healing. Could be the 4 (can't remember name) from the Mystic or a World tree with maxed healing (useful to add some extra wallage). If you are a Abyss Lord I suppose you could use the fountain. These killzones needed to be fairly close to spawn so if/when I died I could get back in a second or two so the assassins couldn't jump me before I got back. The healing helps you survive long enough for the defenses to take care of the assassins. It can really be a clustertruck (I know I'm using the wrong word here) if you keep dying before the towers can do anything to the assassins, as you can't help the defenses or bring down siege rollers if you keep respawning and dying constantly. On some maps I used specific extra towers because they worked well there. Like Little Horn Valley where my heal was a World Tree (with the buff shards, Mc Bufferson or something) I sometimes added a nimbus or two with range to help down hard hitting bosses. If placed near the middle they can pretty much reach all lanes. On buried Bastille I also used a world tree and my killzone was the spawn that splits right between two nexi in the middle of the map. Slimes works wonders there because it's really packed and they outdamaged my other towers by an insane amount. Even with a bad relic it usually ended up doing 2-3 times the damage of my ramsters. On Dragon Fall Sewers my killzone was the C/V shaped area in the upper right (I believe) area with flyers. I could help defend against flyers and my heal was the mystic tower there. For shards. PDT was rate, explosive poison (C5, probably got it by buying shard packs or maybe it was at a lower chaos tier earlier in the game) and whatever seemed to give the highest dps (Crit damage on mark, power transfer on medallion) Squire wall used Shielding Guard at the start, might be replaceable when you get better stats. Fort of course and then if I had a slot over something like Sharpened Spikes (C6 now, can buy) or explosive guard (C5 now, can buy). Can't remember actually. Ramsters and Flame throwers were using range, rate and whatever dps needed. Sometimes, depending on map, I replaced range with more dps. Cannons used Heavy Cannonball (C5) / Stun fire (I think it took a while to get Heavy Cannonball, I believe I had to buy packs to get it, made a ton of difference), rate and depending on map either range or some kind of dps. On some maps like sewers the range wouldn't make a big difference and I felt I needed the extra dps. On others where I could get enough dps without them I only needed them for the stuns. Slimes and Nimbus was the standard range/rate/dps World Tree was whatever really. Fort and World Tree McBufferson. It was only really there to heal and give me a place to place the few other Dryad Towers I used. The World Tree McBufferson helped out a bit with it's shield but it wasn't major. However nothing else to really place there. I assume a range shard could be useful if you have one to spare. Although I'm not even sure if it increases it's range. There was a lot of moving around of shards and relics because I never did find enough range/rate shards for everything. As for my dps class, I used two which is easier now that it checks only the most geared one. A Squire using Hero Damage and Betsys empowered Beam as my go to DPS as it's easier to gear up with enough health to survive the assassins long enough for your towers to do their thing. Every item had hero health and either damage or crit (which you can have both of now I believe). Other shards was speed boost to get back to the killzone, construction to repair walls faster (was also my waller so I could in emergencies throw up a new wall), crit chance, bulwark, worm scarf and power gambit (worm scarf and bulwark helps counter some of the increased damage from power gambit). My second DPS was a pole smash ability power monk. Primarily used to smash geodes and rollers. Never did get the monk tanky enough to survive assassins until I already had c5 on farm (more or less). Using mostly similar shards for similar reasons. However using any shard I could get to increase the damage on polesmash and increasing my mana regen. I hope this helps a bit, and I'm sorry if it doesn't. Been a while since I started out on C5 and things have changed since.
  14. First of all, I don't want to sound like I'm saying you're wrong or anything. I'm not denying your experience. I just wanna say that for me this had lead to some insane upgrades in just a few games. I was able to farm c5 with some struggles before the patch. Lost about 1 in 4-6 maps. After the patch I did 2 c5 games, gained some amazing upgrades and then went on to oneshot c6 gaining a bunch of upgrades in that one game. As for some players having a kind of advantage because they did things before other is hardly a new thing. Shards being moved around led to some people getting great shards in c5 that were later moved to higher tiers, thus already having an advantage.
  15. As far as I remember the information on dd2tools is supplied by Trendy.
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