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Arcflare

Defender-In-Training
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Everything posted by Arcflare

  1. I feel like whoever made that review was nothing more than a troll. The few first opening sentences pretty much puts their own foot in their mouth. "No, I would not recommend this game to anyone, for any reason. At the tail end of of almost a thousand hours, and after careful deliberation, I cannot find anything redeeming in Dungeon Defenders. Not its single-player, not it's multi-player, certainly not its Tower Defense, not its loot mechanics, and, most assuredly, not its community. The whole Dungeon Defenders experience, from the first achievement for simply following a tutorial, to the last achievement in killing four giant snowmen and an alcoholic Santa Claus, is garbage." No one in their right mind would put a thousand hours into a game if it wasnt fun or if it was garbage.
  2. bottom of the forums it says contact support but you waited so long now they might not be able to do anything.
  3. Nightmare in DD2 is a joke compared to DD1's nightmare. But hopefully that will change in the future when its getting closer to full release.
  4. They just need to make an option to disable forward step on melee attacks. Which is what several of us have been asking for.
  5. Atm DD1 has a far deeper level of mechanics. There were more stats alone on characters that you could play with alone that made it far more fun. DD2 has such a limit on stats atm that its either you build DP, DH or Hero DPS. That doesnt even get into the gear side of things. Gear in DD1 had a multitude of stats to choose from and the mechanics behind each stat really made you ponder for quite a while at which piece would be better. Gear levels played a far more significant roll as well. You could find a piece of gear with really good base stats but only 20 levels and then find a so so piece with 300+ levels and suddenly when only upgraded half way it was better than the other one if it was maxed out. DD1 gave far more choices for customization of characters and build possibilities and thats what made it so much fun. As well as the insanely hard content that was Nightmare Hardcore. NM4 is pretty much a joke compared to NMHC in most cases.
  6. It seems like my post went over some peoples heads. First of all im not asking for it to be the same as DD1. Everything i mentioned in my previous post were things thats made the game mechanically great. Im asking for a deeper level of mechanics. Right now DD2 is very straight forward. It's in alpha and i understand that but i wouldnt be bringing this up if a dev said they had plans on changing the current systems. DD1's mechanics should be the basis of what DD2's should be but DD2 should be taking them further, more interactive and more customizable to a persons wants or needs. DD1 mechanically is college level while DD2's current is elementary and very casual. Dungeon Defenders is not a casuals game. Even the current loot systems "extreme RNG" is childs play compared to what DD1's was. A lot of people are asking it to be dumbed down even further and the devs are trying to make it so stat sets drops together and here i am asking for far more stats to be thrown onto gear like DD1's was for deeper levels of build possibilities.
  7. They need to bring back the mechanics of DD1 and improve on them. Look at the stat system for example. There is such a broader stat system in DD1 and it makes it feel like DD2 is dumbed down version of it. DD1 has stats like projectiles, projectile speed, projectile damage, hero ability+, hero run speed, tower range and speed, individual resistances etc. In DD2 all we have is a few basic stats and 2 tower stats being range and speed being locked by only being able to increase them by spending points on them. Also resistances were just changed to physical and magical defense on gear. DD1 had a much better customization when it came to building heroes the way you wanted. Pretty much every stat could drop on any piece of gear and the stats on gear was pretty random but the scaling of gear was always way broader than it is now in DD2. DD1 had a far far more unique weapon system. Weapons stat scaling on endgame weapons blew my mind at times because of how crazy some weapons got. You could find a fairly weak weapon and then realize it had 300+ levels you could pump into it and it would turn out stronger than a weapon that you could find later with a higher base across all stats with only 50 levels on it. This doesnt even factor in projectiles or projectile speeds and all the different stats you could get on weapons. Finding loot in general was just much more fun because you never knew what you were going to find and the stat system allowed for far more unique and fun off the wall builds across every map.
  8. Just no. Leeching can be easily prevented by just putting ipwr requirements in matchmaking and fixing ipwr of mythical/legendary tier gear so it at least lines up with minimum ipwr requirements. A system like youre proposing would hurt people because if someone decides they want to build everything all the others can hope is that their DPS will allow them to have decent drops. Also if the game only ever dropped gear 1 level above your heroes level that you are currently in the wave with it would ruin someone solo power leveling their heroes and having gear set up for when they reach the appropriate level they are aiming for.
  9. Theres really no point in spending gems on lockboxes. its a complete waste as you can buy keys with wyvern tokens which you get plenty of if you play constantly. For future reference save your gems for new skins that get released in the future or other stuff that you may not be able to get without gems.
  10. 1. Will all the stats from DD1 be implemented again? Having gear with every type of stat from every hero stat to every tower stat as well as resistances to each element made the game far more in depth with customization. 2. Will we see a pet revamp in the future such as having more power pets drop in higher ipwr maps and how the scaling is with them as well as adding more stats like Tower Range and Speed to them depending on the rarity? Right now pets are very static to the point that a powerful pet can be almost as strong as a legendary pet. 3. How about changing the hero deck into a gamemode that can drop special gear that changes each month and remove the hero deck outside of that gamemode?
  11. Submit a support ticket. They said if quests are still disappearing they want everyone that has missing quests to report it so they can narrow down the problem further. They thought it was going to be fixed but i guess some people are still having problems.
  12. You can swap gear between rounds because you have access to your inventory during each build phase. Ive picked up items in a round before that i meant to auto equip and during the build phase i was able to put it on. @OP like he said the guy probably switches to different squires, one builds for walls and then one built for DP. Because changing gear instantly changes the stats on towers if you're switching gear between DH and DP on a single hero. When I said you cant gear swap I meant you cant swap gear and keep your old stats from towers you already place because that was how I interpreted what OP called "gear swapping". Of course you can change your gear between rounds but it should change the stats of all the towers already placed. Thats what i thought but wasnt completely sure lol. But yea if there was a bug like that then that would be extremely broken but im pretty sure there isnt like you said.
  13. You can swap gear between rounds because you have access to your inventory during each build phase. Ive picked up items in a round before that i meant to auto equip and during the build phase i was able to put it on. @OP like he said the guy probably switches to different squires, one builds for walls and then one built for DP. Because changing gear instantly changes the stats on towers if you're switching gear between DH and DP on a single hero.
  14. This is so true. Survival Nightmare Hardcore on a map like King's Game was so hard and fun at the same time that me and my friends would literally spend 10+ hours at times grinding it out. Even with near maxed out gear we still had problems where if one of us remotely died on a later wave it would be all over because there wouldnt be enough DPS/repairing going on the clear it or god forbid if we got screwed on tile rolls early on and couldnt get DU increases by the 5-6 round. That is what a real challenge is and even as hard as it was it was arguably the most fun ive ever had in any game. The devs really need to look back as a whole of what defined DD1, what made it great and build upon it more.
  15. 10/10 best troll NA. You obviously have never played DD1. DD1 NM in some cases was far harder than the NM4 we have now with "everything being overpowered." DD1's NM took days/weeks of grinding to even be able to remotely pass on the easier levels like Ramparts which was everyones entry and farming map into basic NM. Some maps were so hard that you actually had to have the best and rarest gear in the game to even have a remote chance of clearing it.
  16. This x 1,000. I was psyched to see new weapons with the Ascension patch ... but they still come nowhere close to approaching the glory and FUN of DD1 weapons. Trendy, among other things, you really need to make weapon DPS scale with weapons stats rather than hero stats ... and make those weapon stats vary much more widely than they currently do. The first weapon you find in any difficulty will be nearly as useful/powerful as the 500th weapon you find in that same difficulty. There is just about zero incentive to farm weapons in this game. Apart from attack pattern, they are all nearly identical. NOT FUN. This is so true. Theres really no super cool weapons or pets. The weapons in DD1 were made in such a way you could get a super weak weapon in Nightmare and on the same map 5 runs later the game make you feels like the stats were hacked on a weapon that dropped because of how insanely OP it was compared to the others that dropped (Akatiti Jungle's Obsidian weapons as a good example.) This kind of thing is what made DD1 so fun and exciting to play because you never knew what would drop and when something crazy dropped you basically fell out of your chair with excitement. Same thing with pets too, Farming for Cats or hero pets youd find super OP forms of them. DD2's pets are horribly static. Theres really no difference between a powerful and a legendary pet in terms of stats.
  17. They know how to do that. They probably wont ever do that because they want you to buy bag slots. I have all 12 bags and STILL run out of bag space after just 1 match. If that was the case, then either let us buy more bags, or implement decent bag management options. People would be less likely buy bags if everything just auto sold? There wouldn't be much need for space because you could just leave it on the ground. But you are so right that they can do a better job of bag management, which I do believe we will see sooner or later. picking up items is not gameplay. there is no skill discrepancy between someone who doesn't pick up anything and someone who meticulously and painstakingly loots and sells everything he can you can't argue that someone is better at the game for picking everything up off the floor and selling it No but it is a preventive gold sink. What I mean is if you don't pick it up you don't get the gold. Yes I would rather have it sell all like DD1 it really would make life easier but I mean is it really that hard now? everything auto loots every round and you have a sell all button. You can sell everything in your "auto loot all" bag in seconds in between rounds. The problem is later on when we can go 30+ rounds without needing to slow down, emptying bags after every wave ends up becoming more of an annoyance than anything, especially when you're already going on several hours of straight defending. Good point but I can't see them adding an auto sell feature to the whole game to fix that. But it would be nice. It would be nice and i even had asked it as a question for the last dev stream and when they answered it they made it sound like they weren't planning on it but didnt say it wasnt going to happen. Which is sad because it's arguably one of the best features from DD1 and if they dont bring it back it would be a real shame.
  18. If you log in after eggs have rotted, i noticed that it doesnt update until after i start a map. Everytime ive started a map after logging in after letting my eggs rot i will see all of them appear. Definitely an annoying bug but starting up a new map seems to work everytime.
  19. They know how to do that. They probably wont ever do that because they want you to buy bag slots. I have all 12 bags and STILL run out of bag space after just 1 match. If that was the case, then either let us buy more bags, or implement decent bag management options. People would be less likely buy bags if everything just auto sold? There wouldn't be much need for space because you could just leave it on the ground. But you are so right that they can do a better job of bag management, which I do believe we will see sooner or later. picking up items is not gameplay. there is no skill discrepancy between someone who doesn't pick up anything and someone who meticulously and painstakingly loots and sells everything he can you can't argue that someone is better at the game for picking everything up off the floor and selling it No but it is a preventive gold sink. What I mean is if you don't pick it up you don't get the gold. Yes I would rather have it sell all like DD1 it really would make life easier but I mean is it really that hard now? everything auto loots every round and you have a sell all button. You can sell everything in your "auto loot all" bag in seconds in between rounds. The problem is later on when we can go 30+ rounds without needing to slow down, emptying bags after every wave ends up becoming more of an annoyance than anything, especially when you're already going on several hours of straight defending.
  20. Both of these are true. I quite enjoy the grind of RNG gear but i feel like in comparison to DD1 the scaling on gear is far too small. i feel like DD1's gear scaling in NM was far broader than we have now.
  21. I feel like OP is more toxic than the actual post hes complaining for making for a topic just to call out a dev without knowing what actually happened. It's sad how people jump to conclusions without knowing anything.
  22. Ive only ever found one of these as a passive on a helmet and i was extremely lucky because its a level 31 piece with DP and DH on it with a 16% Vector Correct on it for my apprentice and i don't plan on getting rid of it until i find another helmet with that passive on it.
  23. At the moment OP is completely true, Theres no reason sense of feeling strong or overpowered currently. Everything seems far too linear and straight forward to the point it gets a little dull. You dont get to see your towers go from short range slow firing at low levels to insanely long range machine gun towers in endgame. For me theres no feeling of accomplishment other than getting towers to do slightly more damage at a time. Pets are horribly static. Theres no difference between a pet you get when you fire receive one to a pet you get from endgame. In DD1 it was great because NM maps not only dropped horrible weak pets but those same pets could drop in a super OP form and was exciting to see one on the ground after hours/days/weeks of farming. Same thing goes for weapons. There was such a MASSIVE scaling on weapons that it made my head spin at times. That moment you're farming obsidian weapons in akatiti jungle and one drops that so ridiculously powerful you feel like the game hacked the stats for you and gifted it to you. It was incredible finding weapons like that. Ive said it many times before, TOWER RANGE AND SPEED NEED TO BE BROUGHT BACK TO GEAR AND WEAPON SCALING NEEDS TO BE LIKE IT WAS IN DD1 SO WE CAN HAVE A FEELING OF ACTUAL PROGRESSION.
  24. That's awesome, did they mention a certain date for it? No date was given. I dont believe its going to be anytime soon but hopefully within a couple months well see it.
  25. Yep this can be a pain at times, things like this used to happen in DD1 as well, random ogre finds a way around a defense and 1 shots a crystal or destroys the towers. The devs know its a problem and increasing the size of towers was experimental to see if it would fix the problem which it hasn't. They said the problems stems from a deeper problem in the coding that they said they want to solve but solving it is going to be really hard. Right now the mobs aggro onto the crystal right from spawn. Normally when a mob gets in range of a tower they switch their aggro to the closest defense. Well in some circumstances they completely ignore everything or so many mobs pile up that they get pushed over the defenses. This is my basic understanding of how it works, not 100% if its correct but it makes sense.
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