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Hydrazine

Junior Defender
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Everything posted by Hydrazine

  1. I just want to know what the expectation is on the dev side. Several of the revived DD1 maps have particularly wide passages, the berserk orcs seem capable of squeezing through or past what was previously a solid wall position. Often it feels like the lanes, even in the best spot, are just too wide for two walls, but not really wide enough for three. I end up putting down three because I don't trust them to actually work, and then feeling stupid for putting down more walls than I need. Is there a reason the wall and lane sizes feel completely disconnected?
  2. Completely support a shard currency system. I just figured the random 3 was a more likely option, given that we know Trendy loves that RNG.
  3. The heart of the shard issue is two problems: 1: The shard pool is large and drops are few. 2: At higher tiers the fact that you can also get shards from the lower tiers makes problem 1 hugely worse. I think the system would be better if the overlap from chaos shards tiers was removed. This fixes problem 2. To fix problem one, I propose that instead of simply opening a shard, you open up a selection of 3 random shards from that tier. This helps to expand the reach to get more desired shards, whatever they are, and reduce the number of stacking up tons of panic fires.
  4. The current system, where loot drops most for the hero you're currently on has a negative side effect: tower builders are a huge, important part of the game, but they aren't particularly useful during the combat phase. And if they aren't out in the combat phase, they don't get much loot. And without the loot on your builders, its hard to progress up the difficulties. This likely contributes to the number of dps huntresses around. There is talk now on the livestream today about opening up loot to drop for all in the hero deck, but spreading out the loot possibilities makes it harder to find t
  5. The bigger issue for me isn't the walls; its the maps. There aren't enough viable places to put towers other than directly behind the walls. About tower range to fix the problem: Often my ballistas can cover plenty of distance, too much, even. I run into issues trying to get them to shoot at only the intended lane, instead of at mobs behind a wall, or in the closely adjacent physical resist lane. I like to try to get creative and put them in different spots. Places where I can get use of the width of the firing cone and not just the length. It usually backfires. Mobs from a whole different lan
  6. Honestly I think onslaught is just a waste of time right now. I don't think any of the reward options are appropriate for the time and effort spent. The gold reward for example, doesn't increase with the wave count, and is actually less gold than just getting the pet eggs and selling those. If the goal is to level pets, is doing some easily farmable level you can basically afk through not more productive? Note: If I'm wrong and just haven't gotten to a high enough wave count to see increasing reward value, my apologies.
  7. Hehe, do you think there is a plan? Thats the Main problem With dd2. Now now. No need to get insulting. They're making a game. DD2 has some great stuff going on for it. as for the less great stuff, thats why its in alpha and thats why we're here. To make everything awesome.
  8. Defensively, I've done quite well with LSA and serenity to cover magic lanes. I agree that the boost aura just isn't enough boost for its cost right now. When I first started DD2 I thought it was going to be like the DD1 boost beams, but it isn't. Taking the spheres to make it increase blockade health could be useful, but thats expensive and still not a clear win over just having more traps and towers instead. During combat phase, the heal ability just feels incredibly lackluster compared to the other classes. It doesn't feel worth the time. Its supposed to give a dps buff, but with the sh
  9. For solo play, I run wall squire, ballista squire, frosty mage, and a defense monk. I hang around on the wall squire in serenity fields to help out during the waves. I use purge evil and LSAs to cover the magic lanes, ballistas on physical. Thats just how I dig it.
  10. I do agree about CC abilities being of debatable value, and this hurts the game. Some abilities have damage and thats it. Sticky nades. Arcane volley. So the value of these skills is in the damage. Other abilities have CC and some damage. So they tend to do less damage, because you get the CC too. This makes sense. Except that the grounded effect randomly pops up and takes your CC away. So you're left with a DPS that just doesn't do enough. Whats more depressing than trying to help clear out a struggling lane on a mage or monk only to find out that your main form of CC, usually so useful, simp
  11. I agree that the main problem is people, but I still think there is a good question here: Should losing the sub-objectives make the rest of the match merely difficult, or impossible to finish? Does the gameplay match up with the plan?
  12. I'm not sure as to how the exact math works for applying it. I just know that in this case, the person who should be ahead, is. It does look like the best thing you could do for your blockades is find higher hearty blockade percentages.
  13. 24k x 29% = 6.9k. 20k x 19% = 3.8k Considering that the difference in DH is only 400, it looks like the results are coming out properly.
  14. It bothers me a bit that some of these build options, as they say, are restricted to luck. I too had a long, long wait before I ever saw a purge evil weapon drop. I got mine in the end of match chest, while on my squire. When you finally do get one, they can be very, very powerful. I think the upsetting part for me, is that luck on the loot, one particular item, is far more impressive of a change to my overall performance than any of the things I can aim for without that luck. That it was a bigger deal for me even than the ubers. Hope you can get one soon.
  15. Which one? I have no experience with the tornado uber, but I can say with confidence that flamethrowers can be impressively effective, but require wider lanes or peculiar terrain. Hairpin turns are even better.
  16. The weapon damage is really more of a damage per second stat. Its divided up across both the number of attacks per second, and the number of projectiles. So as long as you hit with all the projectiles every shot, the dps should be the same either way. In theory. In practice, the charged primary sphere, which gives you a 15% chance to do a charged up secondary shot instead when you're just shooting, means I see better results from faster weapons. Also don't forget the importance of headshots, and which firing pattern makes those easier for you. As for firing patterns, you missed two. falco
  17. I would love to see Glitterhelm and some of the challenge maps. Like protect the ogre, moving crystals, the one with all exploders..
  18. The skill sphere thing just got revamped in the Ascension patch. There aren't rank 6 and 7 anymore, and if my memory is right there may not even always be consecutive numbers.
  19. I disagree about no case to use the whole firing cone. I've utilized them in a couple maps, but I only have one useful screenshot to this effect laying around. Since this was taken I've revised the strat some. placing all three ballista to the upper/right ledge of the walkway. Can cover from the spawn point ahead, through the sharp turn on the right, to the training dummy you can barely see over my pet's head. I like trying to figure out neat spots like this, but its tough sometimes. Especially since javelin throwers from the wrong lane will stop and shoot at my towers if they can reach it. a
  20. The OP's specific problem of ballistas shooting down when the mobs get close, I think can be solved by having more distance between the ballista and the walls. Does help to get your range up some before this really becomes practical. As for ballistas not being any good, my friends and I have worked our way up to top of NM3, starting to try NM4, using ballistas almost exclusively for magic resist lanes. Ballistas, blockades, a frost slow, and a serenity for the heroes.
  21. The bigger problem for me with ballistas, is keeping them focused on the right lane in places where there are multiple lanes very close together. Like Nimbus Reach, or Gates. Wish there was a way to intentionally narrow down the firing cone, to keep a tower focused. I do notice a fair amount of map obstruction in what would otherwise be interesting tower positions. Theres one particular lightpost that gets me every time.
  22. So, to start, the builds, the passives are cool. Being able to focus your gear towards a specific effect and see dramatic results is cool. It comes with a problem though. Its hard to find loot you want. Just for the sake of example I'm going to talk about my frost tower building mage. Got some frost power gear, some snowstorm. The freeze effect sphere, the extra frost tower range. Putting together a bunch of pieces to make those frost towers something awesome. But finding pieces with tower damage and crit, is reasonably rare. Pieces with those, and frost power, more rare. The problem is, th
  23. It seems like I lost a ton of range on frost towers. It used to be longer than ballista range, now its far shorter.
  24. On the survey, there was a question about stats grouping together on gear. To prevent things like hero health/defense crit items. Is there any news on if this is going to be a thing?
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