
giux
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2 NeutralAbout giux

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Haven't played in 4 years, how's the game these days?
giux replied to MasterworkStone's topic in General Discussion
Imho it's worth coming back, do campaign and chaos till c7. When you get to c7 stop there - don't get into endgame (or the lack there of), it's lacking content and very grindy, not worth getting into that part of the game. -
giux started following Make PRIME VI - Betsy good. Please.
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I understand your struggle CG, you are working on making DDA great and we are all hyped about it. If I can be honest though Prime incursions so far feel easy, mostly afk and with underwhelming rewards which makes them not worth farming. The rewards are the literal same from PRIME I to PRIME IV so far, which makes me think why would anyone run more difficult primes? For a different skin? For a little added chance on c8 amps which are worth close to nothing at this point? I don't think so. This endgame content doesn't drop any mats or shards which are pretty essential for making m
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Material Acquisition, The Destruction of the Early Game
giux replied to Exglint's topic in Suggestions
I agree with glint, and the system he proposed is actually pretty good. That said if it's too difficult to implement on a technical level, I'd advice, atleast on the short term, something on the lines of: 1 pristine = 3 shiny & 1 shiny = 3 plain And easy exchange panel in the UI (or an NPC) could fix the whole entire problem, atleast for now. The game will be in an healthy situation when, in no case, you need to go back and farm lower afkable boring content. This includes mats,shards and mods farming, going for challenging content should not only be useful but also beneficial (doing so -
Are skill-based game modes ever gonna be introduced in DD2?
giux replied to giux's topic in General Discussion
Was my first thought. Let’s also not relive the days of what DD2 originally was before the great debacle. >.< ;-) Read my post, I said endgame. Mastery it's not endgame, it's just a mode designed to give special rewards that will make your defenses ready for endgame. Also, it's pretty easy content since it wasn't balanced with the addition of mods. It's tedious because sometimes you forget that you weren't supposed to repair etc but other than that most of the times you can literally spam your main op tower/aura/node with some other defenses to make up for the usual 10 of the same quest -
Are skill-based game modes ever gonna be introduced in DD2?
giux replied to giux's topic in General Discussion
Right now as you progress in DD2's endgame it's all based around onslaught and resets. Resetting is basically just doing 30 onslaught floors over and over and climbing just scales up the hp and dps of mobs. It can be difficult at first but after 50 floors when you understand what defenses, shards and mods to use..there isn't much left to do other than repeating the same build and tricks for the remaining 949 floors.We all know that this modes aren't particularly challanging nor they present some sort of skill floor; it's all about having that 10/10 mods stacked to increase your raw dps to coun -
LAWLTA stayed: “players have been asking for new enemies/mini bosses/bosses for a very long time” ; I would love if you could point out where you jumped to your conclusion? Did you even read LAWLTA’s response? Also, to further backup that point, I welcome the inclusion of bosses into onslaught. It Spices things up and requires you to develop new strategies. And if that’s too hard, then maybe tower defence isn’t for you. Lawlta could've just said the players wanted the game to die and we have no way to check majority of that so I'm not even going to bother with the first paragraph lawlta pos
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Inventory Management, max bags still feels clunky.
giux replied to giux's topic in General Discussion
Yeah every major patch they add more and more items to be stored but the inventory space stays the same :( I agree with you, SHARD storing should be reworked, and partial gilding shouldn't even be that difficult to realize on a technical side. It would be just adding some counters on our maxed shards, that easy. Shard vault would be a band-aid behind a paywall, but reworking how they are stored would actually fix the problem. I get it, it's funny messing with someone trying to bring up a problem on a game. From what I can see, anyone that has put 500+ hours on dd2, does have atleast 10 ban -
Inventory Management, max bags still feels clunky.
giux replied to giux's topic in General Discussion
Get the gem mine and buy more bags :) I'm just messing with you. On a serious note though, I also had a lot of trouble with 4. Not so much with 6. Now I feel like I have space that I don't know what to do with especially now with the new sorting and mod quality on items. I do get rid of anything under 7. I found the 1-3 to be clogging a lot of space. I also am going after only a select few shards for gilding but keep at least one of the others...just some ideas until something else is done. As I said on the OP I already have all the bags, the problem is how deep are you into the game. If -
Inventory Management, max bags still feels clunky.
giux replied to giux's topic in General Discussion
Before I dive into the topic I want to congratulate Trendy for the steps in the right direction that were taken in regard to MODS filtering. Very good job! (: Now I want to talk about inventory menagment and QOL regarding the inventory. I do understand the need of giving one bag to a starting player that, with the amount of items you drop in DD2, will certainly feel clunky and incentivize them to buy more bags, that's totally fair it's one of the ways to make income in a f2p game. This system would be great if after maxing out bags you would feel like the nightmare of the scavenger would be go -
That first part was very clear you wanted to be a smarta$$, because you know I'm right. People lie about what they get and you can't get a conclusive set of data after 50-300 rerolls. Nigiri, your little bromance, has the best view of things right now because he has been recording every quality roll he has gotten. Even with that he still hasn't rerolled enough, if his next two are both 10/10 then that will skew his data drastically hence the need for a large amount of rerolls. The rest is just you being you, a negative nancy, it's not even worth the time to read through it and give a response,
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I agree, things can always be better, but this thread is targeting mod rerolls, something we just got and in less than a week are already crying wolf about chances at getting certain mod qualities. Unless I'm missing something I do not believe it possible to have already gotten over 1000 tokens to get a halfway decent look at chances much less 5000 or 10k. Lawlta said Trendy is looking into it so that's great but I notice that every patch is always this knee jerk reaction from the community and they haven't had the time to do the requisite testing on the thing yet. That also had an end, onc
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As the title says, the newly introduced items for rerolling MODS are just insanely low chance. I've used more than 50 and never seen anything above 5/10. Multiple people from discord saying that they used 300+ and never seen more than a 8/10. It seems pretty clear that it's not a case of being unlucky and we're not even talking about 10s, anything 7+ seems to be very low chance to the point where it's probably easier dropping it the old way than wasting time doing the new map over and over. I get that some reroll items are dropped in onslaught etc and that's a nice bonus but if I wanna target
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Ability to move mods from relic to relic with smaller punishment.
giux replied to Haven's topic in Suggestions
Yeah I agree, this would also allow players to adapt to balance changes like the one we are experiencing. Right now the only way to adapt it's to literally destroy a mod that it's not meta anymore, or try to drop a new 10 tenacity,rate etc whatever mod you are re-using. Please give players a way to adapt to the meta without losing tons of gold and grind time spent on it. -
That's not the point tho, just because you are ready to spend 3k hours resetting doesn't make it fair that other people were reaching the same goal with 1/3 the time. It's literally impossible as of now to reach as high as some people have with the same time commitment. I feel this is a bad design choice that will probably make everyone leave at some point. It's the classic, too bad you weren't around when things were ezpz
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The problem is floors are not comparable in that way. 3 floors map and no replay were annoying and still Resets were way easier before if you knew what you were doing. The problem with the new system is after ap 31, doing from 50 to 80 takes an enormous amount of time. Can you image having to do the old floor 160 skill wise during resets? As you said people were struggling with full gear at 114. And all the mats required weren't even a thing since no mods existed, it was really ez mode. The introduction of mods changed nothing for resets since one medallion is 2m of upgrade cost, so at best