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Arcflare

Defender-In-Training
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Posts posted by Arcflare


  1. Tbh i would like to see a full stats/passive system rework. All the random +1-3% damage to Tower Damage should just be converted to an actual stat. just like Defense Power, Range, and Speed are. Gear should drop with the 3 Tower stats and then on higher level gear should include stats like:

    Tower1: +50

    Tower 2: +5

    Tower 3: +15

    Tower 4: +0

    With this change you're not having to constantly remake meaningless passives and applying the tower bonuses to gear and increasing the overall build possibilities for all heroes at the same time. How These tower stat bonuses affect each tower could be straight bonuses to that towers defense power or bonuses to all defense power, speed and range. Can also make it a % based increase to all tower stats  certain numbers (like every +50 = +1% increase to all stats for that tower.) This opens up a lot of windows for opportunity to allow people to experiment with different builds while also freeing up the devs resources allowing them to put more focus into passive that fundamentally change how towers interact with the enemies and the environments since the new base stats will auto scaled based on ipwr.


  2. They need to just redo the stat system entirely. Make tower bonuses a base stat on gear drops ontop of the already Tower damage/range/speed like we already have (like say Tower 1:+50, Tower 2: +5, etc) and change passives so they can change how towers interact with enemies and the environment. This would allow people to build their heroes far better than what we have currently, open up far more possibilities with builds in the future, and just be far more fun overall to play around with. It gives the devs more time to work on actual passives than having to worry about adding +2% passives to every new piece of gear ontop of the new interesting passives that do change how towers work. 


  3. The sad thing is DD1 had some of the most fun mechanics. Why Trendy completely threw everything away from the original is beyond me. The absurd amount of different stats you could get on gear, the amount of max levels you could get on gear, the crazy enemies like assassins, genies, sharks, spiders etc. 

    It was what made DD1 so fun and so challenging. It didnt matter if you were rocking some hardcore gear, those genies and sharks would really mess up your day if you werent paying attention. Not to mention the vastness of build combinations you could make just by playing around with your base tower stats on gear. Having attack speed and range on gear made towers far more flexible in what they could do. Yeah you had some really strong towers over some others later on but even then it wasnt necessary to have. You could still make some nice builds on any map with just the original 4 heroes and do really well.

    Also they really need to fix the tower sizes. They are way over sized. The original reason for making them so big was to try and prevent ogres from being pushed over them and not even a week after it was implemented ogre were still being pushed over them. The fact that the towers havent gone back to their original sizes is beyond me. 


  4. DD1 was far from a perfect game, but the overall mechanics with stats in general were far more interesting and why the devs went away from that path is beyond me. You would think DD2 would have taken everything that was great in DD1 and expanded on it rather than tossing almost the entire forumla out the window. So many loved DD1 for how crazy and hectic it was. All the stats allowed for far more flexibility in growth and growth was far more noticeable because of the stat system in general. But the stat system didnt make heroes op considering there were enemies that could completely ruin your entire build if you werent paying attention.



  5. @Vagnar quote:

    What's the deal with these absurd prices for costumes with no customization? It made some sense early having costumes range in price some with multiple accessory options, but asking premium 1200+ gem prices for costumes like EV2 and Gunwitch is kind of... well... really stupid and to a degree, misleading if you've come to expect more expensive sets having those options.


    Is this really the new norm, or do you plan to expand the accessories more soon or what?

    I remember them talking about having color options for heroes a long time ago like DD1 had. It would be really nice if they implemented a fully 255 RGB color pallet for people to color their costumes with if they havent already implemented something like that. As far are more accessories are concerned i doubt it because once a costume is released usually the final product but its possible they might make changes in the future.


  6. Aquanos, King's Game and Sky City are hands down my favorites from DD1.

    Kings Game was a slew of madness, Aquanos being the best in almost every aspect in terms of layouts and music, and Sky City because its a darn fun map to play in general. Good layout, cool wind pads around the map, and the boss fight is fun.


  7. I have to disagree with your first point about DD1. Unless your core heroes pretty much all had top tier gear nothing about it was faceroll and that took so insanely long to get to you should be allowed to faceroll content because theres not much else for you to do. Striving for that power is what made DD1 so fun to begin with because you had a end goal with tons of different ways to go about it. 

    DD2 is so boring in almost every aspect to DD1 that they really need to look at what made building characters with stats so much fun to begin with instead of watering down everything to the point you could be a brain dead monkey and still faceroll everything without trying. 

    At least in DD1 it took you nearly 1k hours of play time to even be remotely close to that point and even then you still had the option to make a new set of characters and completely start of scratch.



  8. @Jojozityjo quote:

    That said, im rather sad you decided to remove speedy harpoon and it really kinda crushes all hopes i had for a harpoon build that could hold it's own without needing to rely on buff beams and buff auras and the like. Same for speedy darts, confining it to only show up on totems(the Def Health one) feels severely wasteful.


    The Set Armor! That i was a lil dissapoint in, maybe cause you guys made it sound like something it's not. I thought, it was going to be something cool, like in more traditional mmos where the more pieces of this set you wear, the more bonuses you get, like if you wore two pieces, you'd get the storm boots effect, if you wore three you also unlocked the storm gloves effect, if you wore four, you'd also unlock the storm helm effect. But no, this isnt a set at all, it's just, more passives at best. That said, i think the passives are pretty awesome, cept the storm chest one, it's worthless to non melee dps chars, you cant take a hit in this game, monsters hit freakishly too hard,so how can i trigger the storm chest effect if getting hit by 1 thing kills me? lol

    1. Im hoping they're removing the speed passives in order to set up for bringing back Defense Speed and even maybe range back to gear. Something they said in one of the devstreams that hinted at this before the power update was that they said down the road towards the end of the overhaul of everything they wanted to start getting into the crazy stats like DD1 had.


    2. The armor sets are a massive disappointment. They made it sound like how DD1's armor sets were so if you were wearing a whole set you got a bonus to all stats on every piece of gear. This makes far more sense than what they came out with. All they released were some new pieces of gear with new passives. Nothing special at all and that needs to be changed.



  9. @MalenkoMC quote:Step 5:  Move to Beta:  2 years in Pre-Alpha/Alpha is way too long.  If you did step 3 and 4 correctly, Beta should last less than 3 months.

    I lol'd at this.

    If anything the current state of the game proves that it has to stay in alpha for at least another year. Beta means most of the game is already well fleshed out and its not even remotely close to that point. If Trendy moved to beta in its current state id actually have to disown Trendy completely. I dont even want to this game to leave Alpha until it becomes as fun as DD1. Ever since i started playing its been a huge disappointment and thats why i havent even touched it in the last 6 months except for a couple minutes to try out the last update. They have pushed out some nice updates but the core gameplay is just stupidly boring compared to what DD1 was and i hope they are trying to go back to the DD1 roots because that game always had something to do in it from farming gear upgrades or farming for gold or items to sell to level up that piece of gear with a 200+ max level or even just doing difficult challenges and achievements.



  10. @dwrowla quote:


    @Arcflare quote:

    This would break the game tbh if not implemented correctly. its already stupidly easy to get gear as is compared to what it was like in DD1. If they were to implement this it would have to have an insane cost and a crazy material cost to reforge a piece of high tier gear. 1mil, and 4 legendary tier materials is a good start for end game costs.


    Implement new crafting materials that drop from bosses and end of match chests with grades and make legendary grade materials have a very low drop rate of 1-5% but give each item that drops a chance to be a legendary crafting material. 

    So say a boss/chest drops 5-8 items, that would be 5-8 chances for a 1% material to drop. Also make each material for legendaries have a tier for it to be bound to each Nightmare difficulty. So a material With Tier 1 would drop from NM1 and would only work on gear dropped from NM1 and below, Tier 2 would drop from NM2, so on and so forth.

    No one would spend 1m gold to re-roll a stat or passive on a piece of gear. Not many people also have any where close to 1m gold, most likely around the 100-200k range. If gold was easier to get I would say sure, but since jackpot doesn't stack as it should, there is no easy way to farm gold, even with a squire using all jackpot items.  Simply the fact that it is easy to complete end game maps currently for gear is reason not to waste that gold only to have that money go straight into the trash with nothing in return, because what are the chances the stat will actually improve, it could just as easily get worse and even make it more difficult to complete maps. Upgrading items is already expensive enough, let alone trying to re-roll stats.

    Nothing in my post was concrete but just baselines to start at. The reason i said 1mil was because i remember reading a few months ago that people who were at endgame already had millions saved up and nothing to do with the gold outside of upgrading stuff but upgrading stuff in general is/was a waste past a certain point because the benefit didnt make sense for the gold/level. The problem with a system like this in a game like DD2 is if its not made correctly then youll max out without even really doing much. 

    In DD1 it would have  made sense to make a system like this because of how hard and how long it took to get gear at endgame. But atm DD2 isnt remotely close to the grind that DD1 was but hopefully that changes in the future so a system like re-rolling stats makes sense.


  11. This would break the game tbh if not implemented correctly. its already stupidly easy to get gear as is compared to what it was like in DD1. If they were to implement this it would have to have an insane cost and a crazy material cost to reforge a piece of high tier gear. 1mil, and 4 legendary tier materials is a good start for end game costs.


    Implement new crafting materials that drop from bosses and end of match chests with grades and make legendary grade materials have a very low drop rate of 1-5% but give each item that drops a chance to be a legendary crafting material. 

    So say a boss/chest drops 5-8 items, that would be 5-8 chances for a 1% material to drop. Also make each material for legendaries have a tier for it to be bound to each Nightmare difficulty. So a material With Tier 1 would drop from NM1 and would only work on gear dropped from NM1 and below, Tier 2 would drop from NM2, so on and so forth.


  12. The biggest problem that DD2 suffers from is what DD1 did amazing in and that was variety. DD2 has such a small gap in gear stats across all tiers that its absurdly easy to max out characters. Theres also a distinct lack of basic stat variety that makes it really boring when building gear sets unlike in DD1. Theres not enough appeal for people who like a hardcore grind unlike DD1 and its really where DD2 is falling flat on its face atm. Hopefully in the future Trendy will fix that. If i remember right a few dev streams ago they stated that they were going to focus on the crazy stats like DD1 had but that wont be until way later.



  13. @Draco18s quote:
    @Arcflare quote:Also you may seem it as insulting but its called being a harsh critic. Plenty of people from DD1 have been posting as well saying things need to change for them to want to keep playing and supporting the franchise like they did in DD1. 

    Where as I want things to "not be like DD1" because "doing it like DD1" is the fastest way to get me to quit playing.  DD1 was fun right up until the Shards DLC, then everything went to s**.  Everything.  Nightmare wasn't balanced, the new mobs weren't balanced, loot wasn't balanced, the new maps weren't balanced, bugs in loot drops allowing some people to fast-forward over content, only for it to get fixed leaving the rest of us without a bridge...

    No, I don't want that back.

    There's already issues in DD2's design with regard to high iPWR weapons, in that the amount of enchanting you need to do goes up exponentially related to iPWR.  At the current point, jumping from iPWR 745 to 750 increases the amount of work to hit max-enchantment massively, requiring dozens and dozens of pieces of legendary gear to be sacrificed for the last level alone.

    That system is not fundamentally viable in the long run:  Increasing the iPWR in the future, even to just 752, will make that next enchantment level virtually unobtainable.

    Everyone seems keen on this idea of "more and more stats" and I don't like it.  All that is is a Skinner Box.  It's not actually fun, it's a psychological hack designed to make your body pump dopamine into your bloodstream that makes you think you're having fun, but in retrospect is a vapid illusion that provides no real, substantial accomplishment.

    I realize that some folks like this sort of gameplay, and will defend it to the death, but for me it's a waste of time.  I would much rather build something I can be proud of, something concrete.  Things like this, this, this, this, and this.  Most, if not all, of those took me at least as many hours as I dumped into DD1 (ok, not the shader, but that was a minor task in a larger project that isn't online and the swf thing was merely a proof of concept).  All of those I can point to and say "I did that" and while they might have flaws, they're things that someone else hasn't done.  DD1? I got to level 74.  Whoop de doo da.

    I once had my Skype status set to "I did two impossible things today.  What have you done?" and it was not wrong.

    Just.....lol.....

    First off you say you love DD2, then you go onto say how horrible the enchantment system is instead of bringing up positive points about it over DD1. DD1's enchant system was far more forgiving because each enchant had far more impact on gear than it does in DD2 imo. Also you say all those things were imbalanced when they really weren't. They were made to be challenging. DD1 wasnt a game made for casuals that dont enjoy a grind or deep mechanics and thats what kept the game popular for so long because all of the hardcore players stuck with it. Sure things could have used slight changes here and there but youre saying if they did that in DD2 all the "imbalanced" stuff would still exist. 

    None of us have ever said for DD2 to be exactly like DD1, were saying take what made DD1 great and expand on that foundation instead of throwing away the entire formula.

    Also i love how you try to use psychology/Anatomy to explain what is fun for people and what isnt and then go to say that it isnt an accomplishment. Unless youre a professional gamer playing in DOTA 2, LOL's LCS, or CSGO's lan qualifiers/major's or doing youtube for a living, gaming in general is just a time killer and theres no real accomplishment in it. So that completely negates your entire argument on the statement. But if you dont think so then what you perceive as fun is not actually fun, it's a psychological hack designed to make your body pump dopamine into your bloodstream that makes you think you're having fun, but in retrospect is a vapid illusion that provides no real, substantial accomplishment.

    See what i did there?

    Also this isnt about you, its about the community and whats best for the game to be successful. Your entire statement is about yourself while mine at least revolves around the people the players who loved DD1. This game wont last long if it doesnt have a solid player base and a couple of people wont fund it enough to keep it around. A game shouldnt be based on hoping new players come around while older ones leave but keeping the current players while gaining and keeping new ones as well with long lasting content.




  14. @DarkChuky quote:


    @Arcflare quote:


    @Draco18s quote:
    @Arcflare quote:Thats why range and speed tower stats were removed on gear because the devs were too lazy to rework kits so they werent broken and could perma lock/gatling gun everything in sight.

    Actually, it was done because the animations would reset so quickly that the defense would be incapable of dealing damage.

    So while a skeletal orc do jazz hands is quite funny to watch, not having it deal any damage at all is a bug.  A bug that can only be fixed by introducing a limit on how fast it can attack.

    It is lazy design because it was something that could have been fixed so it worked properly but instead removed it altogether. Capping attack speed wouldnt be the only way to fix a bug like that. Theres a ton of different ways to code something so it works properly but the devs didnt bother going through to find what was causing it. It was either that or couldnt figure it out within a time span so removed it. With enough time any game breaking bug can be fixed. Removing those removed the growth perspective that DD1 did so well. Being able to visually see your character growing is what gave motivation. That was completely removed in DD2. All you see is damage numbers go up while everything else remains static for the most part. Look at gear as another example. In DD1 you could find amazing pieces of gear that could have a few levels on it that was better than yours and later on down the road you could find another piece that was weaker but had 300 levels you could put on it that would blow what you had out of the water with enough investment in it. 

    Look at weapons, in DD1 you could level them and change the projectile speed, number of projectiles, and even elements on top of all the other stats you had related to towers and your characters abilities and even a stat that augmented your secondary fire. In DD2 all we get on weapons is damage, static number of projectiles, and some tower/hero stats and a few passives. Hardly any levels on gear and when you do level it you cant level up but a couple stats. Cant level the projectile speed, range or number. 

    This gave so much freedom on how you could build your heroes. You could even build heroes with the sole purpose of building and repairing really fast during waves. Limitations make for stale gameplay and replayability. I cant even pick up DD2 for more than an hour before im bored with it and end up going back to DD1 and playing it for hours on end with my friends or by myself.

    Also idk why you brought up Flappy Bird. Literally the entire definition of casual brainless gaming.

    You better stay in DD1, seems like prefer it instead of DD2.


    DD2 is still growing, and we are in the middle of a process, were they are re-balancing,  that means, this is not the final version, they are testing, fixing and enhancing, so calling it "lazy design" just because it doesn't match what you want is like insulting the developers.  From the amount of real bugs that big release had, I can say they are doing a great work, the design is good and is open for enhancements. I really love DD2, have 18 chars at this moment, maybe the only fail I see is the lvl cap, it's to low. DD1, I got bored of it, have a lot of maps, but when you get the perfect armor, then you can do everything. In DD1 I just reach 8 chars, but at the end I just used 4 as much. All games have their fails, but that doesn't mean developers doesn't work hard, and guess what.. this game is FOR FREE!! so just wait and see, if the final game is not for you, you are welcome to stay in DD1 (for me is already dead no enough community as before)


    I love the way they added the new map, a remake of the old DD1 map, but they did enough to make it a totally new map! so is not just a copy&paste, Trendy if you continue with this nice work, for sure I will continue giving my little support, bring that new EV2 I will gladly pay 15USD!

    You're right, at the current moment i do prefer DD1. It has far better mechanics for hardcore players and a lot more replayability than DD2 does at the moment. Obviously i know its still a work in progress but if the current system is the direction theyre taking it then it wont be a game i enjoy because it caters to the casual. The people from DD1 wouldnt be complaining so much if the devs made a statement saying that they would at least experiment with some old mechanics from DD1 that people loved.

    Also you may seem it as insulting but its called being a harsh critic. Plenty of people from DD1 have been posting as well saying things need to change for them to want to keep playing and supporting the franchise like they did in DD1. 

    Of course personal opinions differ but we all want DD2 to succeed.



  15. @Draco18s quote:
    @Arcflare quote:Thats why range and speed tower stats were removed on gear because the devs were too lazy to rework kits so they werent broken and could perma lock/gatling gun everything in sight.

    Actually, it was done because the animations would reset so quickly that the defense would be incapable of dealing damage.

    So while a skeletal orc do jazz hands is quite funny to watch, not having it deal any damage at all is a bug.  A bug that can only be fixed by introducing a limit on how fast it can attack.

    It is lazy design because it was something that could have been fixed so it worked properly but instead removed it altogether. Capping attack speed wouldnt be the only way to fix a bug like that. Theres a ton of different ways to code something so it works properly but the devs didnt bother going through to find what was causing it. It was either that or couldnt figure it out within a time span so removed it. With enough time any game breaking bug can be fixed. Removing those removed the growth perspective that DD1 did so well. Being able to visually see your character growing is what gave motivation. That was completely removed in DD2. All you see is damage numbers go up while everything else remains static for the most part. Look at gear as another example. In DD1 you could find amazing pieces of gear that could have a few levels on it that was better than yours and later on down the road you could find another piece that was weaker but had 300 levels you could put on it that would blow what you had out of the water with enough investment in it. 

    Look at weapons, in DD1 you could level them and change the projectile speed, number of projectiles, and even elements on top of all the other stats you had related to towers and your characters abilities and even a stat that augmented your secondary fire. In DD2 all we get on weapons is damage, static number of projectiles, and some tower/hero stats and a few passives. Hardly any levels on gear and when you do level it you cant level up but a couple stats. Cant level the projectile speed, range or number. 

    This gave so much freedom on how you could build your heroes. You could even build heroes with the sole purpose of building and repairing really fast during waves. Limitations make for stale gameplay and replayability. I cant even pick up DD2 for more than an hour before im bored with it and end up going back to DD1 and playing it for hours on end with my friends or by myself.

    Also idk why you brought up Flappy Bird. Literally the entire definition of casual brainless gaming.



  16. @KnowsNoLimits quote:

    Here it begins.

    NM4 was always a joke. You are now finally understanding it. I have been calling it Insane + all this time for a reason.

    This is where the strategic revamp has to come in. For the next patch or so this game will be far easier than it ever was and this is where NM needs to be addressed.

    Next patch I want to see the game change for the better. Stop appealing to the casuals and get rid of the stupid NM numbering system and making them feel special.

    Nightmare should be tough as all hell and not everyone should be able to do it initially. Go play DD1 it had NM done the right way. I would fail time and time again and eventually I would get closer and closer. Nothing beats that feeling when I finally progressed through and conquered it.

    Your enemies aren't a threat atm. You have not one enemy type that seeks out your hero, not one. You have nothing to compare to the horror's of Sharken, Djinn, Spiders and Goblin Copters.

    They keep holding back Dark Assassin because you ***ing casuals would cry out for a nerf as soon as you first encountered him and instead they prioritized a ***ty Carnival update.

    Now is the perfect time to start introducing new enemy types. If new Hero's are coming out, give them a purpose to exist and bring in new enemies to counter them.

    Why do you think I'm not playing the game atm?

    You have nothing to challenge me.

    i second this. DD2's mechanics in general are a joke compared to what DD1's were. DD2 has way too many limiting factors for it to ever reach the level DD1 was on. A game made for casuals is boring. Give us back the stat system from DD1, remove the NM tiers past 1 and make each Map scale way more like it does in DD1. Give us back all the amazing possible builds we could do like in DD1. 

    Ive said this on multiple threads, the devs need to get rid of this thought of constantly nerfing everything. Its why this game is so boring. Nerfing is the sole reason we dont have the old stat system. Dev's are too lazy to properly balance kits around stats so they just remove scaling on certain stats altogether. Thats why range and speed tower stats were removed on gear because the devs were too lazy to rework kits so they werent broken and could perma lock/gatling gun everything in sight. You couldnt perma lock anything in DD1 unless you literally caused mobs to create a blockade because of so many of them being piled ontop of each other and even if that happened just killing the front row of mobs would fix the blockade.

    Whats the point of having NM tiers when all that is increased is HP and strength? I want back the DD1 NM where a single mob could ruin an entire build (sharks anyone?). Those things moved insanely fast and pushed defenses aside like nothing. If you didnt watch everything constantly in NM you got over run really fast even if you were decked out in end game gear. It was always a challenge because there wasnt nearly the limitations we have now. 


  17. whats funny is this guy made another forum post about the exact same thing before so ill just leave my old reply about it here.


    Instead of nerfing things why not buff the things that are not viable? Why would you want to make something thats strategically viable become just as useless as everything else? That logic is why DD2 is mechanically terrible compared to DD1.


  18. I absolutely agree with the OP. A lot of things need to change if its going to live up to the old DD1 experience. Everything in DD2 right now is just mechanically bad outside of a very few things. Ive said this so many times in the past that if this game wants to succeed it needs to go back to the roots that DD1 made, use that a baseline, then expand on the systems and fix the problems that would occur in a F2P model. 

    This game is very lack luster. DD1 nailed it with the over the top aspect and thats what made it so enjoyable. Having super fast turrets, super huge aura's and crazy defenses overall but the enemies were made in a way that could render all of it useless if not watched closely. With all the current systems in place very few things are viable and no amount of spheres or modding can fix or change the META. 

    In DD1 there was no solid META. Look through the old forums. Youll find tons of different and effective builds for almost any map. Thats because stats weren't so limited to what we have now. If there was a problem with a build it could be fixed with some work on stats. Sometimes you need more damage than you did range or speed or visa verse.

    The single biggest problem with DD2 is the devs are in this perpetual focus of NERF. "We deem'd that Tower speed was too op for what kits weve made so were gonna remove it from gear altogether and give you next to no sources of it instead of changing the fundamental flaws in the kits that make it OP to begin with." This is why we dont get Tower speed and range on any gear and essentially removed the noticeable growth aspect that was so big and so much fun in DD1. 

    Look at pets. Almost every pet in the game except 1 or 2 is considered virtually useless outside the stat boosts they give and people come back with this mentality that "oh thats strategically viable as a pet we need to have that nerf'd" instead of saying "hey this pet is closer to what most pets should be, can we buff the other pets so they are viable in more situations as well?" But to me every pet is horrible. They have no use outside of stat boosts like they did in DD1. DD1's pets were absolutely amazing and definitely something they need to fix in this game.

    What about Gear levels? Nerfed. Bring back the 1-300+ levels we could randomly get on gear. Give us more options on gear to level. Bring back Tower speed range and hero attack speed as well. Dont limit us so badly. Thats why theres such a bad problem in this game when its comes to META. Theres too many limitations on everything that people cant experiment.

    You finally gave us the ability to have as many heroes in a match as we want now give us the freedom to experiment with builds. Fix the fundamental flaws with the kits and bring back tower speed and range.


  19. Instead of nerfing things why not buff the things that are not viable? Why would you want to make something thats strategically viable become just as useless as everything else? That logic is why DD2 is mechanically terrible compared to DD1.


  20. The entire pet system needs to be reworked in general. DD1 had a great system for pets because they dropped like normal gear from bosses but the stats were random and capped based on the difficulty. Bringing pets back like they were and implement a system where you can upgrade them with gems to give that pet new animations and skins that can be upgraded like the hero skins we have.



  21. @NineO_OSix quote:

    They said that defender medals will be able to buy hero slots in future patch. There is nothing to win in DD2. There is no ranking system but that would be cool to have for people like me but I am sure alot of people will cry about it. Everything comes down to do you want it now or later. Cuz eventually everyone will have everything later. People that pay are just getting early access which they deserve cuz well they supporting the game LOL

    This is true. Trendy did state in the update notes that hero slots will be buyable in the future with Defender Medals. People need to learn to read patch notes before slamming their face against the keyboard to make groundless butthurt topics.


  22. Heres my opinion on it. 


    Look at DD1. Each hero was like $4 on release and during steam sales later on they were as low as 50 cent. Having their first hero in DD2 costing 3x that amount is a little absurd especially if they are looking to be supported early on. It's nice that there is a free way to get the champ but if they are looking to give people an incentive to support them making a price tag that steep on a hero is not the way to go. People are far more inclined to buy  smaller purchases on a whim than bigger ones. $4 would have been a far more appropriate starting price point on a hero. The vast majority of people playing would be far more inclined to pay $4 for quick access to a new hero than a week of grinding or paying $12. 


  23. A lot of us have been saying the same thing. They need to take the things from DD1, use it as a base and expand upon it and make it even better. Nothing in that game was broken because unless you literally had everything maxed out there was always a chance you could get rekt. Thats what a real challenge is and is what made DD1 so great. You had these overwhelming looking defenses when you had really high stats but oh man it doesnt matter when you had to micro manage every second making sure that one lone shark didnt bash through a defense and let an ogre through. Like ive constantly said on this forum, Over-The-Top is what made DD1 great! Insane maps, Insane stats, and some pretty equally insane mobs that said i don't care to your defenses. 

    Some decent changes are coming this month but theres still a huge amount that needs to be changed for it to live up to the DD1 experience. starting with bringing back tower range and speed as basic stats and not being useless passives. Balance these stats so they arent broken like they were originally in DD2 and build up from there. Bring back actual RGN gear scaling and stat mixing like the original DD1 had. Atm theres just a small difference between gear. Id love to the item leveling changed to what it was like in DD1 as well. Obtaining a piece of gear with insane stats with only 5 level on it and then another piece of gear that drops that even more insane with 250 levels on it. With old maps from DD1 coming back it makes even more sense to go back to the roots of the mechanics and gameplay that DD1 had. If anyone remembers their first time on ramparts NM im sure you remember the feeling of "Oh crap we need more range and speed on these towers" and Ramparts was one of the smallest maps in the game but because of how the map layout was you needed lots of range to be remotely effective in nightmare mode.

    Pets need to be changed too. You get 1 and theres no reason to get anymore. Theres no feeling of growth with them, no scaling etc. A very static feeling in terms of power between all pets and makes them very boring because you don't have that feeling of needing to get more pets or better pets.


  24. The greatest thing about DD1 was how over the top it was. Turrets that could fire faster than you could blink, auras the size of the smaller maps and still maintained a sense of balance because unless you were constantly monitoring everything you would still get rekt even when you had the best gear in the game in Nightmare Hardcore.

    OP knows whats up. The entirety of DD1 was what made it mind blowing to play, When my friend told me about it and said it was a TD game i was kinda eh at first because im not big on TD games but its the only TD game to grab my attention for 1000+ hours and never once got boring. It was over the top gameplay and beautiful art style that captivated us to play it into the wee hours of the morning.

    DD2 is far from this. Very far from this. DD2 has its good points but when it comes to the definition of DD it is far from being what DD1 was. Lacking in huge ways just from the loot alone. Loot in DD2 is far far far too static. The lack of basic stats replaced by mostly useless passives (like tower range and speed which are completely useless compared to other passives and should be brought back as basic stats.)

    Pets are mostly useless. They're virtually all the same outside of utility. You wont find pets that do incredible things while others being mediocre and others being useless.

    Item levels? I have yet to find a massive variety in item levels. Wheres the gear that has 10 max levels and the same one dropping with different stats and having 250+ max levels?

    DD2 needs alot of work if it wants to live up to DD1. At this point its just a game made for the casual.

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