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Junior Defender
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About Peekaboss

  1. i usually don't catch the leak to see how it happened, but i seem to die with all walls intact. however i've seen plenty of times mages summon skeletons on the 'back of my wall'.. More often than not, they'll hit the wall.. but once in a blue moon they'll snipe your crystal
  2. Returning player was to gather relevance to my position, If i was a player who transitioned manually with the updates, if i was a new player or an old one. It was to give perspective, not to validate my opinion. So you're telling me that 'max stats' is all that matters? not the 'armour value' not the 'Ranges, of these stats rolls' not the 'rarity?'. I'd love to know how you came across this information, because i can't seem to find it anywhere. It also becomes quite difficult when you land similar pieces Max stat wise, It can make it easier, with organised groups etc etc. However for your 'average' public match, you are gimped. I appreciate the post, thankyou I can afk c4, i could push into c5 however i figured i'd spend the time to gather Shielding guard before i wanted too progress, as it is a 'Must have' Shard for a waller. (i got it now anyway, 36 runs of specifically hunting it) This X 1,000,000
  3. The Game as it stands After a big success of a massive thread i made way back, i figured i'd make a 'Round 2' Reference. (https://dungeondefenders.com/2/topic/124748/balancing-the-flaws-the-game-as-it-stands-the-great-wall-of-text-tldr-inc?page=1#1162604) Background; I am a Returning player, from Nm4. The last Era i played in was PDT incursions. In general, i play for 1 month, i get maxed out. Then i leave for 6 months and return to a fresh wipe and another Game. Why do i care so much about an indie game? because i see DD2 having incredible potential, it just doesn't seem as well thought out as i'd like it to be. TL:DR - Returning maxed player's thoughts on the game. Progression; So i have been back for 3 days and clocked considerable amount of hours in that time, my pre patch gear allowed me entrance into C3, however it took me a while to figure out that i had to replace my C3 gear before seeing any potential loot. My progression is now 'capped' as i am currently 32, going on 33 runs of C3 dry of finding a crucial shard i need to progress from C4 into C5 (shielding guard). I am in essentially C4 maxed gear, however it is getting tedius as the majority of my gameplay has been backwards (farming C1, C2, C3 for Shards). I personally significantly dislike this system that locks me into farming 'lower tiers' (i can build first wave and afk till wave 5, carrying 3 people in public), Just so i can slowly progress onto a tier that i could potentially find some Loot. There is a severe lack of information about 'what loot' gives me the best 'chance' at getting better loot. I'm guessing 90% of the time unless its a clear upgrade, i have no way to determine if 'X gloves is better than Y gloves' in terms of Loot potential. I do like the idea of having a 'gear cap' in order to stop players from skipping 90% of content and starting with max gear, however i do find it incredibly tedius Vendoring bags and bags of gear/shards without even looking at them because they are lower content. Paragon Assention levels are a nice touch, however it drastically widens the gap between Hardcore/casual players, which i don't see as a good thing. It has come to my intention that it'll take me 90% of the time in order to reach endgame content and then i will spend 10% of the time playing the endgame. Most RPG's take a different approach, In the past a good basis for progression is to have players reach endgame content faster, while having challenges in the endgame to continue player progression. I am a player with a considerable amount of time currently, I would highly highly doubt any new/casual player will ever get anywhere close too the 'endgame' content. While i very much agree, 'casual players' are not entitled too beating all content in the game, there has to be some kind of line. Eg. Bob has my entire gear setup, he can play for an hour a day after work. With my current RNG base, it'll take him over a month playing the same content, that is lower than his gear setup. Just to have one shard which could potentially allow him too progress in his (IPWR) Gear. This is not a very user friendly setup. While you have to cater too Bob and his casual playstyle, the Hardcore players must still feel rewarded. Suggestions; There needs to be incentive for Bob too continue his progress, and a place where Hardcore players can test/feel challenged. The best way to do this, is too speed up progression (think questing in an MMO, the majority of players are trying too reach endgame content. Some players will do a quest a day, some players will rush through the quests, however once you have done a quest, it is now done, you have no 'wasted' time or 'backwards progression'. Have content that is always moving forward and not relying on RNG completely. This could be solved by adding a currency, eg. getting Shards from doing quests, maps or content which could in turn be exchanged for Artefacts (Artefacts now replace shards). This removes RNG from shards and continues to give RNG based on Items. This new currency would allow you to better balance the more 'overpowered, sort after shards' with cost. You can lock different upgrades behind chaos tiers, however it allow me too still progress if i haven't yet reached X or Y tier. eg. If 'Power Transfer' a highly sort after shard costs 25 (Currency) in order to purchase it, i can save up some (currency) before i reach C4 in order too purchase it once i reach that level of content. TL:DR - I am forced into doing content far below my power level in order too progress; Casual player/hardcore player line; New currency to stop Shard RNG Endgame; Endgame as it stands, is an infinite grind of assention levels, which allow players too complete zero more content than a player at the same tier. So what is the point of continuously grinding endlessly? - The game is essentially, one Giant campaign with Zero endgame. (campaign - > c7) Having 'other' content that is for the 'endgame' players would be the fix, not just adding C10, C4000 in the future of the game. I would love to see the game actually have content for a player that has invested considerable hours into. While having Chaos tiers introduce new mechanics and mobs is great, i love the concept, i makes it quite exciting. Once you have reached the highest Tier, you are now, well, done? There has to be alternate content for a player that has reached the tremendous feat of 'completing your game'. There are plenty of paths you can take, PvP content, Speed running, Highscores, Raiding, Onslaught, incursions. You name it, having boss battles that are considerably difficult that have alternate rewards than gear you find in your regular gameplay. (eg, you get different weapons, pets etc.) Having a 'Paragon' system only increases that gap between the 'Hardcore, and the Casual' players while allowing players to complete essentially zero more content, seems quite questionable to me. Lets assume i can complete and gear up in C7 in 100 hours for maths sake, A player who has played 1000 hours in C7 would be able to complete, the exact same amount of content that i can complete, he will have no extra cosmetics to show he has done so, he will have better gear due too the Assention levels, however his Gear is essentially 'useless' because it doesn't allow him to do 'any extras', eg. Boss battles, PVP better, complete higher onslaught waves. Suggestions; Just add some more things too do in the game, other than endlessly grinding the same content for zero rewards. TL;DR - You spend 90% of your time in order to reach content you will play for 10% of the time, Add Different content for players User Interface; Coming back i was completely lost, bags full of clutter, Shards were a thing, socketing, what to spend my gold on, where to go to farm rewards, how too progress. I can't even imagine being a new player trying to figure it all out. The game currently has Zero information ingame, everything i learnt about the new patch i found from content creators or players. This needs serious addressing. It took me a considerable amount of time to figure out that i had to remove all my 'gear' that you gave me, replace it with 'worse' gear in order to find 'better' gear. That sentence in itself is a headache, now imagine trying to figure that out, without external guides. It feels like trendy is doing a GOLD grab on bag space, as having limited bags and Shards that take up slots is complete bull. While i understand free games need a way to generate income, out of my history of playing games. I can honestly say, that i have spent considerable amounts more on free games that i enjoy the gameplay, NOT spending money on a free game because i 'have too'. Having limted bag space and EVERY DROP in the game going into the same BAG it seems like i 'must' spend money in order too progress, I would be more inclined to spend money buying X and Y skin or getting Z DLC early because i enjoy the content of the game. Sort your bags, Sort your socketing, sort your UI out or you'll lose a considerable amount of your player base. I can't even tell you how many times i've sold something by accident, sold a shard that is socketed etc. Inventory should be just that, Inventory. I'm not sure on your engine support, however putting 'every' drop into the same place, is a nightmare. Simplifying it would make things significantly easier. Shards stack, They go into the Shard place, i can sort by 'hero, green, blue, or name'.. (oh look, i found what i was looking for). Pets go into my 'Pet' companion place, i can look at my pets, i can swap my pets, my pets no longer take up my INVENTORY SPACE. After you have fixed this clutter, we can now start to work on socketing. I love the idea that socketing comes with its own screen that helps me sort my shards, this sorting needs a lot more work, i should be able to search or each shard have its own symbol etc. However, once i have placed these shards in my gear, or unequip them. My bags now look like a whorehouse on a friday night again. Suggestions; I added alot there however Add significantly more information regarding where to go, what to do. Maybe add a quest line that talks about 'Shards, socketing, how too find better gear, where to find better gear' I'm not a quest line kinda guy, but outsourcing 99% of your user manual to the community seems like a flawed design choice. Lets make bags, just that. Bags, they can hold my items, not hold 'everything i need too progress'. It would be fine to have shards in your inventory if shards were a minor component of the game, 'an extra' as you will. However with shards being so crucial and Game breaking, they need a separate UI/Space to hold them. TL:DR - User driven manual, zero guidance, I WOULD SPEND MORE MONEY IF YOU DIDN'T TRY TOO FORCE ME TOO. Multiplayer game vs Single player game I personally believe the game as its core, is a MULTIPLAYER game, however in its current state the game is definitely catered too being single player. If i was to host a public match, not including the wait time of extra players Just the mob HP/scaling would make it take considerably longer and the game would be considerably harder than it would be to just play solo. If i jump into my lobby, i can see a Large number of games where players are in campaign grouping up in order to complete content. I did it too, at my very first stages of the game. It is where a community can work together and build up on eachother, It wasn't the gameplay that would make me log on, it would be to hangout with 'friends'. If i check 'trails' (endgame content) i see few and far between matches because it is inefficient to play with multiple people. I am gimping myself if i want to help others, receive help from others or share my experience with other players. while aspects of this are 'okay' and i understand the idea to make content more/less rewarding for bigger groups/solo players. I would personally lean towards grouping people together, not tearing them apart. Currently players run the risk of 'team mates' killing cores with assassins, limited host abilities, hosts now merge with other hosts and games take considerably longer for no extra rewards. This is making players play privately and at large is creating a singleplayer game. I thought DD2 was supposed to be a game where i can get a group of friends, make a group of friends and go and play the game we all know and love. It's supposed to be community driven, I'd love to see in public lobbies players talking, teaching eachother in waiting rooms, getting excited about an upgrade and showing there friends. However nowadays all i see is players getting frustrated when gimicy things happen (cores die for no apparent reason) and players pushed into playing SOLO. Suggestion; Don't gimp players for having friends, reward them. A Clanlike system could be a way to get some support for groups, having more content that requires multiple players in order to complete could also help. With a 'clan system' being able to 'chat, across parties with a group rather than using steam messenger'. Rewarding 'clans' for completing tasks togeather. TL;DR - It is a Multiplayer game that gimps players from playing Multiplayer. The Current game I had the oppertunity the otherday where a friend of mine asked me what that 'sword' icon was on my desktop, i got to explain to him what Dungeon defenders universe was, i got to see him get excited about a potential new game he could play. But then i got to dd2. I couldn't tell him about the trading system, the PvP, The Raids, onslaught, the challenges, Incursions. All i could say, was that it was just an ARPG tower defence game. that's Cool and all, but is that really all DD2 is limited too? I can't see myself suggesting this game to my friends, even still, It bugs me every time. I'd LOVE to be able to share my experiences, hangout with some friends that i know in game. However with the current state of the game, this still isn't viable. Maybe oneday. i ask myself the same questions every time i play, fail to land RNG on an item or install a patch. 'What is the point', what is the purpose of getting 'maxed gear' if it doesn't unlock new content for me. I personally like a loot grind, min max style gameplay, i like the accomplishment you feel after you complete some new content. However what the game boils down too, is doing Chaos tiers and well, that's it. That is all there is to offer with the game. I honestly have no idea where this game is heading, It is still in a similar position to where it was a year ago, i find alot of the changes welcoming, i like the idea of shards instead of passives etc, i like the way you implement new mobs/challenges, i find the artstyle and graphics very refreshing. However it is still in a similar spot. TL:DR - Need a clear cut vision of where the game will be in 6 months or you will update it into the ground. Too long : massive wall of text: Didn't read. - Then don't post, Constructive additions, criticism, thoughts welcome. Cheers (edit; spelling mistakes)
  4. So over an extended period of time, i have been wanting to get into videomaking for DD2 and Dungeon defenders alike, as my internet is too poor to stream. I have created a few various concepts and ideas on Build guides, Beginner tips and tricks, Synergy, Thoughts, Storytime and above all Zero to hero. The majority of these i haven't been able to produce due to the instability with the game, dramatic metagame changes and wipes etc. I Would like to know what you'd like to see out of a Youtube Channel, My thoughts on a Zero to hero, would be either A. Starting a fresh account, and Maxing it out in the most efficient way possible *power leveling, item progressions etc* essentially doing progress updates or B. Selling my loot tabs on previous 50's and just gearing them. or C. Continuing where i'm at, Building for high level play and trying to Min max my account for future updates
  5. IF you're determining that each node does more damage because it has more contact with the hoard in comparison to The damage over time from a longer string. Then the logical approach would be just to make a trip wire (parallel lines), however what you miss is the Aoe, so you create a star pattern. So if you were to create a Star. Wouldn't it be more efficient to do something along the lines of this, instead of making each node individually, it saves DU You also get the added bonus of summoning trendy developers in game. Other than that, nice vids lad. Keep up the content
  6. We found you can suicide in the longlane, to refresh your pet curse cooldown to build mid faster than switching to mage and running. Yeah i think with 4 builders your minimum time is approximately 415 or 420. as we got ours done in 404 with me running from one end to the other (curse pet mage) however i did lose a second or two to place serenity + boost in that first lane so i didn't have to travel there for a while. I find you'll speed your waves if you go wave 2 Anti air and serenities/boost... Idk maybe i don't trust my PDTs enough haha, because if i get a skeleton spawn it seems to edge close and attempts to go past it. I'm running towering PDTS though, so maybe vector is better. IDK you seem to be dominating my runs! haha
  7. Very impressive, I've only got my time down to 330 range in solo! still working on it, it used to be 280 till i started streamlining it. but i've got some time to cut still! I'm asuming you up PDT first wave, serenity boost 2nd wave, proton buff 3rd? My screenie just went to aids, but i'll try and track one and/or beat it We just trio'd - 404. with rippy/pencil, you could potentially get less too. 4 people would be around 415 mark
  8. Giving players something, then taking it away is a poor development choice. A much better approach would be to expand it and make it almost nessasary ^ Changing a game mechanic such as - Bringing back resistances would work. If you brought back resistances players would have to swap between thier choice of hero dps or Ability power to suit what they were killing. Also, Mechanical challenges. Like, Spiders, djynns, goblin copters. Bosses that you have to look at and be prepared for. The closest 'boss' we have is the Skeleton boss, which i think is a great mechanic. However, i would be more inclined to changing the direction of NM 1-3 (which don't exsist) The majority with few exceptions of newer players i see, just sit and wait for someone to host a 0 ipwr requirement and jump straight into farming higher level gear. Having interesting MOBS, or Have maps that you don't build and forget. Different paths opening and closing, Different resistances changing, Constantly on a timer, Mob speed increased. These are the types of mechanics i'd like to see for a 'nightmare' challenge. Instead of just Limiting hero usage. Expand, do not remove.
  9. Yeah using stickies ofcourse. Interesting armour clenser, i forgot about that wep. that was back in frosty fire era. I'll see if i can hunt a good one, 4/s would be better for storm than my midas at 2/s haha. What's max rolls on it? Yeah i have the same feeling that Speccing HD is significantly stronger in the long run, however if i'm going to take the time to cast nades or piercing shot, i'd rather it be a significant nuke than do nothing. Cheers
  10. Okay fam, Just a few thoughts on how to play Huntress DPS First off, Weapon choice. It seems that Bling o midas is the only option regarding weapon choice? or am i missing something. Bling is great for ogres or something, however it doesn't combo very nicely with Stormy gloves. I have my Current Setup spec'd into Ability power over HD Currently my setup is, Storm boots, Storm Gloves (4 bounce AP), Storm helm (for infiinate spam) with 2 cd reduction spheres. It seems to be a huge toss up between specing for HD and HC, HD and AP or AP over HD and honestly i'm not sure what's best. My piercing shots are above 600k, and sticky nades 100k + ea. which is decent nukes with CD reduction and infinate mana. however Is specing for HD better?
  11. The most cost effective will always win, which was what i was trying to decipher. If we are Asuming that walls are needed in a meta, the training dummy would become less viable and more situational because for 10 DU more you can get a sturdier wall, however 60DU more for the 'sturdiest' wall is bonkers. I just have yet to see a compelling statement, that can justify Using a maw. Over using a cheaper wall and placing mines, or placing Lightning auras, or placing frosty towers, or placing legitamately anything with the saved DU that would make the MAW more effective. But if you're talking Cost per HP/damage/utility. Maw VS Dummy + ballista (balistas arent in the meta) (60du tower) I'm sure you'll get signifciantly more value out of the dummy + ballista This can be said about a significant amount of variations, even something like Squire wall + Frosty tower + mine. Maw might be the most reliable to you, because the meta doesn't revolve around Walls, We build maps with around 1/2 the DU cost, and fill the rest of the map with whatever else we would like. If you were in a situation where a wall would be nessasary, things would be vastly different. If you were to sacrifice some of the HP on your wall, and run a 30 du wall and place mines/auras around the place (wall style setups) There would be less things hitting your walls Then wouldn't idealy you want to shut down the enemy before they get to your wall, For this. you would be building more damage infront of it. 'A good offence is the best defence'
  12. [[94093,users]] The Arguement isn't weather they are situationally viable. As most things in this game are, Ie. Flamethrower towers can be placed in X position on X map and work well. However, in general Flamethrowers suck in comparison to other towers. The argument is Comparing a 'wall' and its positives and negatives in regards to its cost in DU. I can see the positives and negatives of a MAW and i can understand the different elements and fundamentals of the tower, however it is quite evident that a Wall should be 'The last line' and as a mechanical standpoint, usually you place your defences to kill Mobs before they get to your wall. While yes, you can reason that a MAW will halt a witherbeast in its tracks and stop the next line of mobs from progressing, however You could also place 3 Mines, which will also kill that witherbeast with the excess DU you would have 'Saved' if you chose to opt for a cheaper wall. IF the argument is about an Ogre, you could place a frost tower which has the ability to halt an Ogre, and you also have DU to spare. You could even place a Ballista to help kill the ogres or a buff beam on your Damaging towers and you would be in a considerably better position, than if you just used a MAW. Situationally, sure its got some perks to it, it has alot of hitpoints. Efficiency, It really isn't very efficient for what it costs/effectiveness I personally can't see reason to place it any higher on a Tier list, due to its extreme DU cost.
  13. Good stuff mate, I think Dummy is the Tier 1 overall, nothing really beats it. If you are going for some form of Onslaught run, then it really is a toss up between Squire wall and Fang. Fang requires more maintainance over longer runs, but in short terms appears to work better. During longer runs, automotive passive seems to kick in to repair the 'chip damage' and that would class the Barricade higher. Needless to say, The training dummy is rediculous in comparison to its counterparts And like i thought, the MAW is quite negligable and has very limited use.
  14. While i whole heartyingly agree, that they situationally are great. I'm sure they hold thier own and do something fancy for 80DU. However, if you are comparing what you get for 80 du in other departments, (dummy, pdt, serenity) the Maw simply can't compete. I was abit of an onslaught specialist back during Frosty traps era (wave 68 nimbus reach) and many other 14hour + runs, Back then, every piece of DU was nessasary. We found ourselves, selling things at wave 30-40-50 etc, to add more anti air. As the difficulty increases. Maybe i've yet to see the full potential of the MAW in lets say, an Onslaught perspective, however i think that DU could be used much more efficiently, say (boost beams) or something of the sort. I like the idea of the maw creating essentially 2x choke points, but for the 50-60 DU per lane, you could essentially, just make annother choke point for the same DU or add more damage/ CC to make up for everything the MAW brings to the table. Cute mechanic, but i don't think i'm underating it in comparison . If you were to go for a Maximum min maxed run, i think the squire blockade would trump overall, maybe even the training dummy although it comes at a risk of leaks. I can see the MAW being used in onslaught because there is less chance of something punching through it, climbing it or getting choked up so hard it gets pushed past it. however DU management they are too expensive for what you get. Regarding Apprentice walls. Just the factor that they leak, makes them less viable than other walls. There nearest competitor is the Training dummy, while they have slightly more (if they even do) HP. They have less radius and often will need multiple walls to cover the same distance that a Training dummy does. If you are relying on your walls to do damage, you have a significant design flaw in your build. However there is something to note about forward Mage walls, with frosty fire beams. I feel like for what they do, sure they wall off, (abit unreliably), they have 'meh' damage. They are decent, but if you want a sturdy wall, i'd pick the mystic or the blockade. If you want a cheap wall, training dummy beats mage wall in 90% of cases.
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