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Briggs

Junior Defender
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About Briggs

  1. I can't say for sure about the mystic - Shes the class I've played the least to be honest out of all 10. The dryad tree does give everything you were wondering, actually 5% regen over time. The problem is the aura of the tree is so small, and the only time that the buffs are ever useful would be against ogres and siege rollers, which both counter standing around a tree to dmg. You need to start hitting rollers soon after they are out the gates to kill them in time while progressing or you can get in trouble, and if you are dpsing ogres while near your wall, you're going to make them jump in the air and butt smash - doing dmg to all towers around ogre that arent auras and traps. It's counter intuitive.
  2. I think it should be even more simplified. I've thought out some points - here are the main ideas (my suggestions *this looks like a lengthy read but really wont take more then 3-5 minutes, please indulge me* - ALL armor should have the same shard slots, green-legendary (2 for weapon and armor, 3 for relics, basically that is a given) green has lowest base stats with 15 upgrades, rare has 30 upgrades, mythic 45, and legendary 60 (yet they are all the same ilvl with the current loot progression, with this system it needs to be). Make legendaries more rare, maybe 1/3 maps you see one, 1/5 you see a chest and chests continue to drop 2 of the quality you get the chest. Add about an extra 2-4 loots per map, blue items being the most common you see. - Give gear an ILVL - This is so painful when progressing through chaos tiers and you're upgrading each item 5-10 times to speed the process up, and your trying to evaluate a 5x upgraded blue compared to a fresh green with no upgrades... this is so donkey - a general ILVL should be given (it does not change based on how many times you upgraded it, its a base value). **Also, take away the penalty of keeping your builders/less geared heroes out or come up with work arounds for getting rid of them and basically gearing on one champion** - what kind of bogusness is this? This goes so far against your game right now that you have to research and usually dont find out until chaos 1-3 that you've been doing it wrong and keeping multiple heroes in your deck and slowing down your gear upgrade progress (it takes away from the fun of having multiple heroes in your deck / the money you've spent to buy them / the time you've spent to collect them) {{ a fix could be loot drops based on your highest geared deck character and/or slot of every character, i could have a level 5 in my deck and ill still see the highest potential loot based on my highest ilvl geared character/slot of gear of my entire deck }} - Its most efficient for me to just have 1 relic per tower builder for the builds I want to make and I have to waste time switching them in/out of my deck list so that i see the max potential of loot each game for my best/highest geared dps while grinding through the chaos tiers? (Even more painful when a tower dies and I have to put them back in my deck, build the tower, and take them back out). - More loot should be given the more players you have present in the game. Few players in this game in the latest patch is progressing with their friends legitimately. The scaling of difficulty vs the reward is not equal. No one's doing 2 man games and saying you build this ill build that, we're gearing for each toon getting the useful shards and mixing up our roles based on such and relics/shards dropped - you usually play alone or find a game where someone fully geared atleast 1 chaos tier ahead of the one you're playing is carrying/building for everyone (generally with fissures, strong baricades, pdt/clouds and a monk to take care of rollers). Sorry this came off in somewhat of a rant, but if these changes were implemented I know that for myself and at least 3 friends would enjoy the game more as we climbed through chaos 1-5 in the last 4 weeks of game play. Our main struggle came with the latest patch, sure we kill ground units quicker and switched our relics out for marks to take advantage of the crit strike, but air units on top of the purple reflect is intense for progress. Since we are in the content of facing the purple shielded creatures its not always easy to just switch to PDT's to focus air down, or even AA's (forget about the buff of health air(all) creatures got and the nerf of AA towers). I see a lot of people saying just do this or do that, switch your strategy up (you aren't wrong) but its not as easy as it was when you are a top 42 ascension player and progressed from c3-c5 using AA towers, you cant just build 2-3 aa per map anymore and diddle your way through - We'll use 2-3 perfectly placed PDT's with the best shards we can get per our Chaos tier and the air units simply run over them, suicide into them, even a combo of max snared AA tower, fast dot PDT with crit dmg, etc... its the bane of our progress. Try to use a build of around 5.5-6k relic stats and carry a game for 4 people through chaos 4, its not so easy. Disclaimer - I am not a noob to gaming, nor are my friends. We tend to jump into something and go ham on it, I've been in 3 top 10 guilds in multiple MMO's, diamond+ ranked on 3 Mobas, legendary on hearthstone every season since release. This is not a sense to brag, I just am not looking forward to the obviously reply get gud, I min max every game and carefully study the meta of each and go from there. I spend 20% of my DD time in the tavern testing out the dps of towers with different shards/relics to see what offers me the best dps on avg. (It's annoying that some towers dont attack target dummies, but thats a whole other conversation.) In DD1 I was the 3rd player to ever get the chicken pet for having all trophies (at least I should have been, there was a bug where you didnt get it, i had to wait 3 weeks to get it with literally skype messaging several members of the trendy team just for them to "randomly" roll me the lowest base stat chicken pet (which was the best at the time) but because of the base stats they rolled me, that it wasnt even worth all the effort to get it so early (giraffe and hero pets were better, and they shouldnt have been).
  3. Pets need changing, thats been discussed enough without having to say much about it. What about adding an item that only drops off of betsy , or some end game boss comparable that you NEED to have to upgrade your pet to the next tier. Beat her on normal she can go past 10, on hard she goes 25, on nightmare its 45.... Its a way to balance upgrading pets without making them overpowered early through natural progression.
  4. Here's what Blacksmith said in reply to someone on his blog: "Thanks for the reply! Similar to our process with Nightmare, we are currently actively working on the economy. Before if you remember gold was really plentiful and we had a lot of comments of it feeling useless. Now we tried a more aggressive approach and eventually we'd get it in a good enough place! TrendyJayT is actively working on that stuff!" Thanks for the reply on this topic! However, without coming off too brash... you do realize with nothing else to spend gold on since the item shop gear is always TERRIBLE, and paying to feed your pets is insanely steep, *IN COMPARATIVE TO THEIR USEFULENESS*, thats why gold is worthless. Upping the price of spheres was maybe the worst way about fixing your economy. Suggestions include making the item shop useful. Do something cool trendy... hear me out on this. Make them sell 5 items - the gear sold in ipwr should ALWAYS be in comparative to what the latest level you just beat was. When you join the tavern for the first time, or even better yet, take merchants out of social tavern all together - the more levels you beat consecutively increase the odds of the shops having more rare items. Or take it out completely, thats how useless it is right now. Another suggestion to stimulate gold usage is to make pets legit, obviously, thats been discussed. How about adding the chance to reroll stats to another stat, like if you get that perfect apprentice frosty tower buff but dang it, it came with tower health and not power... let me reroll that for 50k the first time, chancing me to get any other stat, and 55 the next, 60 after that etc. All in all, stimulating gold usage but upping the price of legitimately needed passives to grow your character was a soft idea, there are better ones out there! :D
  5. Hehe, I was going to ask the same thing Woq. I've actually checked out your stream synd, It was legit. Can constantly hear you puffing on something the whole time, and you dont give much commentary or have a cam, you should spice it up some dude! The content is great.
  6. Great post :D Expanding on your suggestion of making normal play nightmare not the end game, I have a couple suggestions of my own for consideration; Nightmare having 4 difficulties seemed fine at first... when you didn't need class specific set bonuses, with specific types of stats. It takes so long to get a set or 2 of gear with the right stats to make builds work, and then to progress you're basically throwing away 95% of the loot you get because you need these exact items again with higher IPWR to replace your old ones to continue to make your builds work. This should be the rate of finding upgrades in endgame. Consider in Diablo 3 torment grinds, if you had to keep replacing your great finds just because in the next torment it comes with higher stats. Took forever to find that perfect necklace that rolled the right stats, now I need to find it again to complete torment 2, and again, and again all the way up until 10. I think if Trendy is going to keep going down the road of gear with passives that they have started to do (which they mentioned they plan to continue this), I don't see myself playing this game in the long haul in its current state. Lets say way down the road, months after release, new content comes out, and the Item Power threshold is raised, or even worse Nightmare 5 comes out, you find yourself in the same situation, and its a boring grind - to me personally. Suggestive fixes for this is dumping nightmare difficulties all together, except just vanilla nightmare. Dump end game, and add nightmare difficulty to Freeplay. Incursion, Onslaught, and whatever else future modes may come out can be their own things and unlocked say at level 30 as normal difficulty, 40 for hard, and 50 for nightmare difficulties. The IPWR scale on NM could go up some between maps, but there has to be 3 or more options per special mode of end game play that all offer the highest IPWR in gear, as not to have a dull end game spamming one map/mode over and over. Another way of dealing with this could be simply to keep the NM difficulties, and just treat it more like a D3 loot style system where you can get the best in slot or perfect piece of loot in Nm1, but the chances to find these items increase in difficulty. All in all, as cool as the passives on gear sounded, it overall has added to much of a grind to find exact pieces of gear NEEDED to conquer nightmare difficulties, and without the option of dumping some kind of points or gold or something into an item for a chance to reroll its stats or passives, the high hopes I had for this game since the announce of its release have dwindled down considerably for me.
  7. Trading needs to be viable eventually... even if its like diablo at this point and you can only trade items that dropped with people in your game would be huge. This needs to be something implimented/tested really soon.
  8. have you tried the private tavern over social?
  9. Yeah, I tend to agree, atleast with the brokeness. We farmed the first ogre on nm4 throne room a couple times doing that... tried to complete a nm3 with that setup but didnt have enough overall stats (mostly passives since they arent good/dropping off first wave ogre) but by wave 5ish, kobolds are immune to snare once they are ignited, slowly wittled us down. The gear doesn't need to be changed on this to be fixed though, simply just making the serenity aura effects not stack would be good enough. I expect to see that change real soon.
  10. Since the Phoenix set of gear I didn't get a chance to try fully, but still had pretty significant stats towards all things blaze balloon (LSA and Chaos still felt stronger), and the monk weapon just came out, I'm going to pick on the apprentice and Squire. The apprentice weapon that added attack speed to buffed towers, used to be up to 25% of your total Defense power, and while it may have stacked, it didn't need to since it seems all of the traps and auras cant go below a certain attack rate. In full 850 gear it wasn't uncommon to have 2200-2500 tower power, so lets say it buffed 400-500 speed, pretty ridiculous, on top of getting up to 200% tower power buff of your own tower power, and it stacked, yeah that was overpowered. I'm not sure a flat attack speed rate up what seems to only be 100 on the App weapon and Squire sword(to be fair, you can get a trinket for your harpoon attack rate too, so assumingly 200 speed from gear max for squire) is just too weak. Other than debuffing enemies to a near standstill stacking what I'm going to refer to now as the snare aura (serenity with snare trinket), theres no reason to use it individually, the serenity that costs 10 less du, offers healing/dmg boost to heroes, health buff to barricades, and grows to be ridiculously large to snare a much larger area than the frost towers, its just way more efficient to get lucky with a serenity snare trinket and switch to that. Why not just nerf the weapons down to 10% max, or 15%, why does it have to be so drastic of a change? I think this needs another looking at. Fast attacking towers and traps are FUN! I havn't gotten to play with all of the passives yet, but the trend seems to feel to be a bit too much of a nerf.
  11. Well, I guess when I leveled there werent special passives for characters, and I did level on normal. I did play easy maps though, and of course they were "easy". Switch to normal , you'll get better gear, a little more experience, and maybe the challenge you want :)
  12. I think campaign on a fresh character felt the most challenging in the game until i got my first 50 with just level 38 incursion gear and attempted nm1 endgame. I dont know how much harder you want it, did you defend both sub-cores for max xp? Your towers are 1 shotting enemies on your first playthrough on easy? That doesn't sound right! You can always play normal if easy is too... easy :P
  13. I'm not sure it's been mentioned... but how come monks don't have weapons that increase any sort of tower damage on weapon mods? I know the new monk passive is coming out, but im talking about something like that can come on gloves, lightning aura speed... maybe something for the AA tower on weapon?
  14. We all know the 240ipwr gear will start to get replaced in your first 2 maps... in a day or 2 you will have replaced it all on atleast 3 or 4 characters, it's not that big of a deal, in my opinion atleast
  15. Briggs

    TBA Monk

    I myself am excited to see the Time Bending Aura in action. I'm guessing it will have a mechanic of sorts that sucks them back into the center of it every so often, it cant be too fast of a cooldown or creatures will never get out, but it sounds exciting! Tiger Bite Ambush will be another choice they probably are looking at. The monk already has a skin with tiger stripes to match it, so its clearly an angle worth heavily considering. It more or less allows your AA towers to do physical damage, at the cost of a lot of the range. Relentless like a tiger, the higher crit chance you have the faster it attacks. My favorite option that from what I understand is the front-runner of choices at the moment, The Butter Apparatus. Replacing your Serenity aura into a gooey-buttery mess on the floor, creatures inside of it take up to 35%~ more dmg, and gain a permanent debuff with a 40% chance to miss on attacks forever after. I've heard rumors that its all just new skins for the monk, but I myself am not very interested in the Teddy Bear Apparel, so here's hoping its not that.
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