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ZombieGirl

Defender-In-Training
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Posts posted by ZombieGirl

  1. Squires are capable of soloing the campaign because of one main reason, all of their placements deal physical damage, not elemental. The apprentice must expend a greater amount of DU than the squire in order to have all angles covered. The harpoon could have its damage nerfed into the ground and it'd still be used over fireball turrets because of that.

    Take a look at the apprentice's arsenal of defensive placements and ask yourself this: What, in the apprentice's arsenal, does he do that none of the other classes can do better?

    Forcefield > mage barrier
    harpoon > fireball
    Lightning Aura > Lightning Tower
    Archer/Mage > MM/DST

    So where exactly is the apprentice supposed to shine? This is the problem that the devs need to address, not nerfing every class that can do it better than him. They need to make at least something from the apprentice desirable. I do not believe the apprentice will ever receive a revamp to all of his towers to make them all more desirable than the aforementioned alternatives, nor should he. This game is designed for taking advantage of multiple heros and the forms of support/defense they offer one another. However i do feel the apprentice should have at least one or two things that make a player stop and consider using them instead of one of the currently superior alternative choices.
  2. He means instead of summoning the minions directly upon the buff beams (in which case minions must be spaced by a certain amount, much like towers/turrets), he summons them wherever and manually moves them onto the buff beams, in which case they end up being more compact than if you tried to build them directly upon the beam in the first place.
  3. Was the 250k dmg in a mission or in the tavern?
    A friend of mine think that his minions are waker because of the difference in the tavern and map.


    Nightmare Misty Survival. Tis fine though, thanks all. If im the only one thinking this im most likely just imagining things. Now im questioning my sanity x.x;
  4. I really need to start taking screenshots of things before patches, to either prevent myself from getting paranoid or to atleast verify such suspicions. And nah, i haven't changed anything really, if anything my damage stat has increased since then. I'm also comparing it to the patches before the mage adjustments. Ah well, i'll probably have to settle with 'im being paranoid' since im certain the devs have better things to do than entertain my crazy claims xD.
  5. I distinctly remember my archers doing around 250k damage at minion damage 2000 (fully upgraded on buff beams). However now they're doing around 132k at 3 stars/buff beams. Is it just me imagining things? or was this not mentioned in the patch notes?

    Is there any way to confirm this by comparing the current archer damage ramp to their damage ramp before the mage damage ramp reduction?
  6. Hello, since the last 2 patches ive been suffering from FPS dropping. At first things will run smoothly and i'll have no issues, but by wave 10 and beyond things start to get choppy, even during build phase, and it only gets worse until by wave 18 its unplayable. Even after leaving the hosted game, and sitting at main menu, the game will lag horribly. Restarting dungeon defenders usually fixes it temporarily. I have tested other games (The Secret World, Diablo 3, etc) none of which suffer similar issues.

    Edit: Not using controllers or anything.

    PC Specs:

    Quad Core 3.2ghz,
    12gb ram
    nVidia GTX 560 Ti 2gb Driver 301.42 (recently updated from 282 to see if that'd help, it didn't.)
    Win 7 x64
    Service Pack 1 Build 7601 version 6.1.7601
  7. So with the latest patch it seems reflection beams are now reflecting cannon ball turrets. It doesnt seem to reflect harpoons or projectiles from archers/mages, so im not sure what else it may reflect.

    Pic of the cannon balls reflecting off the field

    Again from above

    the ones that do go through somehow managed to squeeze underneath the reflection beam wall xD

    this was done on Ramparts NMHCMM

    Edit: Bah wrong forum area. sorry.
  8. I agree wholeheartedly, mages did do a bit too much damage, but honestly? fireball turrets had the same dps on dummies as mages, and assuming they scaled correctly to nightmare mode, this would make fireball turrets superior in overall damage output, sure they cost DU, but they can attack 5x as far as a mage can. A 50% reduction in overall damage to a mage is way overboard, i can understand dropping the mage from 680k to 400k in damage at 2k minion damage stat, but cutting it in half is way too much, even with the range ramping buff theyre getting next patch.
  9. Ah, bah wish i knew where the conflict was >.<. i placed the 2 files into the win32 (and 64) folders since i wasnt sure which one the game used, followed the directions, and it registers in the xinput emulator program, just not ingame.. hrm.
  10. Is vjoy working for anyone else with win 7 x64? I cant get it to work for the life of me, even though my key presses register with a controller input tester. So i definitely know my system registers the keystrokes, but it seems to be entirely ignored inside DD. Anyone run into this issue? or have any hints on how i can resolve it (if there is anything that -can- be done that is)
  11. Yes, the stats of towers are based on the character that built them, regardless of if the character is active or not. Although dont forget, if you have the character that built the towers out and active, your towers receive some good bonuses to their effectiveness. These bonuses -will- disappear when you change characters though, but will come into effect whenever you have said character out at any point during gameplay.
  12. I can definitely say its worth it to invest in the Series EV and Summoner DLC heroes, EV is practically mandatory in nightmare for survival runs, and summoner offers loads of support that allows you to be more flexible with your DU when you otherwise wouldnt be able to be. Ramparts on Nightmare/hardcore/mixed mode is a pretty good map for getting mythics and transcendent items. With EV and Summoner its a very easy map to farm on and low stress :) However with your low stats, i would definitely farm Magus quarters for a while until you get your stats in the 800's at the very least, preferably 1k's.
  13. I gave Ramparts a try on insane, and i didnt really come across any myths on that map, im not sure if they drop or not for ramparts insane (could have been bad luck on my part really). But they seemed to drop consistently on endless spires insane during the last 5 waves. And since it was rather simple and quick to setup defense for, we just stuck with that map.
  14. My friend and i bruteforced our way into nightmare on Mage Quarters hardcore survival, after many many runs of endless spires insane survival for myths (we used endless spires since it was just much simpler to setup and farm than glitterhelm). On Mage Quarters, we'd usually only last till wave 15ish starting out, but after quite a few runs for farming we were eventually able to make it to wave 25. This got our characters' stats to 1k+ in most cases, at which point we went right to Ramparts NMHCMM survival, which we're now farming trans on. The summoner is my main on almost any map, since i replace all towers with minions, allowing me to devote more DU to traps, auras, forcewalls and buffbeams.

    As far as to your first question, i haven't found any real need to level an initiate up, i just use the monk for auras anyway and never main him, my dps hero is also another monk and is currently putting out about 4m dps on non-nightmare, his gear was also attained from mage quarters.
  15. Hello all!


    Just thought i'd post a summoner focused ramparts guide (albeit a lamely done guide)! Not sure if there's any desire for such, and i've been debating/procrastinating whether to do so, but meh, here it is. Firstly, in order to reach the stats to farm this map, i mostly just farmed mage quarters on NMHC using one of the many builds for it, till my summoner had all stats at 1k+, as he is the most important part of this build. With that being said, any suggestions or critiques are welcomed. A squire with decent stats is also required for the first wave, and the remainder of the match.

    Because you only start with 500 mana, it is impossible to build anything related to the build you will be using for the rest of the map, thus we use a 'first wave' setup. After the first wave, everything is then sold (assuming you survive) and the mana gained from selling and mobs is used to build the final setup.

    The Build

    Part #1




    Firstly for wave 1, you only have 500 mana to deal with up to 4 lanes worth of wyverns, sharken, djinn, and a ton of random mobs ranging from hordes of summoners and goblins to tons of skeletons. If you end up getting a lot of skeletons from the southern lane, they may manage to creep up and hit one of the 2 northeast crystals, otherwise you should be able to manage.


    The most reliable way i've found, involves 2 buff beams used at 6 DU, along with 4 harpoons and 1 ensnare aura. The aura should be able to cover both stairways with the buff beam. The harpoon closest to the main stairway should be able to cover the stairway and rooftop, as thats where some wyverns may fly in from. The second harpoon in the same area is placed on the raised middle partition of the wall, and should be able to cover the small stairway and a large portion of the open area to the south, which is where the rest of the wyverns will be coming from.

    Note: Its best to hop onto a dps character with a decent pet to help assist the towers, otherwise the chances of your crystals taking hits increases substantially.

    Part #2



    Assuming you've survived the first wave, congratulations! Now you can start working on the final layout that will carry you on to wave 25. Directions on how to place things are in the build's description.

    Pictures for reference:

    Area 1
    Area 2



    As you may have noticed, the orc is missing in the picture, there wasn't enough mana to build him on the run i took the pics on, so he came in after the second wave, but hes not entirely important at that point anyway, as the archers do an ample enough job of killing the spiders that spawn in the vicinity.

    Loot Rewards: As far as loot goes, you get low to high end myths between wave 10-20, at 20-25 you start getting trans gear dropping. I usually get anywhere from 3-5 pieces depending on luck.

    Hope this helps some people! :)
  16. My suggestion is, when the Summoner presses "C", for the callout marker/icon to appear where their mouse curser is hovering while in Overlord view/mode :). This would be extremely helpful for calling for teammates' attention in a particular area in trouble. Currently, "c" makes the callout icon appear where the summoner is sitting.
  17. If anything, I think a more reasonable request would be to have skeletons added as a whole 'nother summon, which doesn't go away (or stop using mu) when killed. And allowing summoned mages to revive them. Even then, a bit of a stretch.

    Would love to have skeletons, though.


    I would love to have a skeleton pet that crumbles into a pile of bones when it does, it would add a nice little synergy with the mages if we can have our mage pets revive the skeletons if they are within their attack range! Im honestly paranoid about using ogres and orcs and such in nightmare, mostly because they get slaughtered so quickly even with high stat points. Our melee pets may have more hp than a traditional tower, but a traditional tower isnt trying to soak up the damage output of 20+ mobs either xP (which is hefty even within a str drain aura)
  18. Since the latest patch, im experiencing my mouse curser jumping to the top left of the screen every few moments, maybe once every 30 seconds or so. This only happens in overlord/top down view, not when in third person mode on a hero, or over the shoulder/First person view.

    Ive tried unplugging and replugging in my mouse, and using a different mouse, and still experience this issue. (i also dont experience it on any other hero).

    Its minor, but a bit annoying especially when you're about to toss your area heal at a much needed point and suddenly you see the purple wave go off somewhere off to the top right of the map xD.
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