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So I've decided to update this and make it better. My old post was horrible so hopefully this is laid out better. Summary of My DD1 Experience: So let's get some things out of the way. I've played 1250 hours into Dungeon Defenders and due to me joining in late 2013, being instantly level to 70 something on some characters in a public game, doing the events, and selling my event items for gear, almost all of my 1250 hours except the first 100 hours of it were spent in late game and everything post 400 hours can be considered end game. I gave away all my gear at around 500-600 or something hours in to a friend and then quit the game in spring of 2014. Afterwards I came back around 2015, got some trans sets and some of the last event items from the same friend and decided to 100% ignore trading with the exceptions of gifts from certain friends. Afterwards I had significantly more fun with the game and i'd say graduated from Adept to likely somewhere between Advanced and Expert sometime after. I then went on to create level 30 characters with 2k stats wearing Cursed gear and Turtle on Treadmill's and level 70 characters with 3-5k stats wearing Godly armor and the fair few event items I had which gave me at least another 200 hours of enjoyment out of the game from joining random lobbies with them. I'd say the main source of enjoyment for me was actually spending my time farming for my gear (cursed with decent stats is really difficult to get) rather and mana rather than buying likely modified items and cheated in mana from cheaters for Cubes I got from doing some even that cost me an hour of my time. Why did I Pre-Order DDA?: (11/26) Honestly I preordered Dungeon Defenders: Awakened because the kickstarter made it sound like we'd be getting essentially a remaster of the original Dungeon Defenders with a harder difficulty, more QoL, a few more characters, more maps, better network and FPS performance, and really a much smoother game overall. I thought this game was supposed to be for the players who put hundreds of hours into the original and more of a pitstop before Dungeon Defenders 3 where the real changes would come. Thoughts about the DDA Beta: I currently have 19 hours the DDA Beta, am wearing all Legendary, and have beaten the Lava Mine map on Insane Survival. Honestly to me Dungeon Defenders: Awakened feels like the Original Dungeon Defenders recreated for the players of Dungeon Defenders 2 right now. There's so much that has changed compared to Dungeon Defenders that I honestly can't call this a real sequel Dungeon Defenders yet. There is a lot of stuff just outright missing and a ton of things changed to suit the needs of likely console players and more likely DD2 players. It's actually hard to figure out where to start with this because there's so much to go through. Why did I pre-order DDA edit: Sadly this is simply just a sequel to Dungeon Defenders 2 really. We've lost maps, (probably) lost characters, and haven't gained any performance really. Hell the AI has even changed considerably to be a lot more different than the original. Right now this is quite simply Dungeon Defenders 3 under a time crunch and not an almost remaster built for them. I'm actually glad I preordered this supposed remaster so I can at least make my voice heard. I have many friends with tons of hours and some with 5k hours who didn't because they were unsure if they could put another 5000 into it (despite them still opening up DD regularly). If the game in the end isn't what I was looking for at least I can say that I tried and finally put this series to rest. So Let's Just Start Off with Important Things: (IN ORDER OF IMPORTANCE TO ME) There are now Forced Levels, EXP share, and Items (likely) now have Random Levels: This is a big deal because I along with many others have created characters with specific levels catered around specific gear (Cursed-Lv 0+, Godly-Lv 60 to 73 and Mythical-Lv 74 to 77 being the most popular). (Likely) having random item levels from the new item system obviously destroys this but having forced levels along with forced EXP share just outright obliterates this and removes it as an option. This is going to literally remove quite a lot of hours of enjoyment for some (including me). EDIT: I should probably say though why the current loot system is bad. There is no reward for getting to late game period. What do you get? Oh your 1000th legendary? Where's the reward? You can get Legendaries all throughout the game so getting your 1000th even if it's ludicriously high power level likely feels like the 999th legendary despite it having a powerlevel triple that of your old one. At least in DD1 you would get excited about getting an Ult++ because they're so insanely rare. Idea: At least remove forced levels, please combine the old system of Cursed/Godly/Mythical/Trans/Supreme/Ult/etc with the new system with set levels so we can get Common/Uncommon/Epic/Legendary Mythical Gear with the level requirement of 74, and please at least reduce the shared EXP to something like 20%. Leveling up to 100 wasn't that big a deal in DD and that's without EXP share. I don't care if some casual can't get to level 100 on all their chars in 100 hours it just lowers the gate to end game. Idea: EDIT: Also add more like Ultimate X (10) for massacre difficulty on the hardest maps that's extremely rare or at the absolute bare minimum add more tiers above Legendary because you're literally ruining end game for people for no reason. ***Speculation*** Items will now have One Click Upgrade System: This could easily be the biggest game ender for DDA and should be #1 but isn't because it's speculation only. The grayed out 'Upgrade' system, the way the stats for armor is laid out, the fact there's only 1 armor stat, and most importantly the way the damage, elemental damage, and projectile speed are laid out on weapons honestly makes me feel like this could really be a thing. You click "Upgrade" and it upgrades certain stats rather than letting you choose manually. At the absolute least the "Upgrade" button should bring you to an early page where you'd upgrade your item with a "Not Available" plastered all over it unless the UI isn't there. Idea: There isn't one. Just hope it's wrong. Negative Stat Items and Physical/Elemental Resistances: They're missing... this is an absolutely huge part of Dungeon Defenders "Can I take the -100 hit to that stat?" "Can I deal with the negative armor stats on my builder?", etc. It just dumbs down the late game really. Idea: Bring them back. If the 'Armor' scales logarithmically and is built around having like 2000 armor late game keep it how it is. So much QoL Missing: (These are all very important) Honestly i'm just going to use this part to go through what DD1 has and I WILL miss things: 1. Upgrade/Repair aimbot 2. Upgrade/Repair Tower Cycle 3. Upgrade/Repair on Tower/Entire Aura 4. Can Change FOV 5. Middle Mouse Tower/Hero/Sell/Upgrade/Repair/etc Wheel (see DD1) 6. Hover Over-Rebind (Hover mouse over tower in wheel and press and hold any number and it binds to that- Please extend further) 7. Automatic item compared on ground and in inventory 8. Items on 'minimap' 9. Item filter for 'minimap' 10 Ping location (C in game) 11. UI Uses Entire Screen (transparency? smaller inventory window? compact mode? resizable?) 12. Old Tower Wheel built for mouse usage 13. Lightening Ethereal Spike Trap (To go along with Poison Gas Trap) 14. Shortcut key's like 'L' for Lock + easy rebind 15. Tower Upgrade Icons are missing and the replacement sucks (make it optional) 16. 3rd person freecam (to look at your own face) 17. Survival wave chooser 18. Map statistics (Best time, best score, etc) 19. CTRL + G force wave start 20. Kick feature 21. Host able to tell towers 22. Host can unlock tower selling for everyone. ///////////////////////////////////////////////////////////////////////////////////////////////// *Placeholder for when I add more and change Title date* 23. Idea: Add them. :P New QoL: 1. Hide Filter for items on ground. (let me hide Common's from ever showing up on my screen) 2. Top down tower placement sensitivity options. (way too fast for me) 3. As many items on the ground as I want (let me choose how many items should be on the ground. Combo's with #1) 4. Option to remove chat filter (maybe hide it somewhere) 5. Stop censoring random non-English words (No //////// = No Bueno) 6. Stop censoring terribly ("Holy ////// I can't wait for Nightmare and //////// difficulty" "Holy S*** I can't wait for Nightmare and MASSACRE difficulty." (* = self censored not game censored) (yes you can bypass it by doing all caps) 7. 1-2 Second time delay between boss intro and button skipping. (I thought I got a lag spike after beating Lab while my friend was watching the intro because I pressed a button before it opened) 8. Volume control works for cinematics (muted game in game and still had cinematic audio) 9. Host can unlock tower selling feature for specific player individually ///////////////////////////////////////////////////////////////////////////////////////////////// *Placeholder for when I add more and change Title date* 10. Idea: Add some of them. FPS Lock There's an FPS lock. Idea: Unlock it by default and add the option to choose FPS limit. Monster Pathing is Terrible: The pathing is not at all consistent honestly. The mobs will hyper focus the crystal which is completely different from DD1 where you could use a combination of Darkness Trap and/or good tower placement to make the mobs go and attack your towers instead of the crystal (see Sky City, Embermount, etc). At the same time an Ogre will turn around to attack you instead of your defenses and mobs will attack your defenses instead of walking past them if they can (haven't tested 2nd but I assume it's like that). You can literally hit a mob up a slight ledge and then they'll walk past your entire defense, drop down a 5 foot ledge, and attack your crystal. idea: Make them either like DD1 where they'll attack you and your towers over the crystal OR make them hyper focus the crystal and ignore your towers and you if their path isn't being blocked by them. Also please make them want to get back on the designated path so I don't accidentally not a Goblin up a ledge and they 1 shot my crystal on massacre difficulty... Please bring back team play: (Cat, Monk, etc) Honestly I find it extremely saddening to see the game massively going away from team play. I really liked having each player doing something specific to boost the DPS of a player and as a result being able to solo a boss with a cat, monk boost, fairy etc. Now it's literally just "Every man for him self. Your DPS shows how much you helped in the boss fight." which is absurdly stupid. Idea: Bring back and ADD more ways to help your team. Fairy, Cat, Monk Hero Boost, etc, etc. Tower Balancing: Honestly i'm not going to cover this that much. You can find this everywhere. Fireball tower and traps are overpowered. Lightening tower, harpoon, aura, etc by comparison are weak, etc. Idea: Please balance them around early AND late game. REMOVE THE HARPOON PIERCE LIMIT :). Rewards Should Always Stats: I think rewards from maps (campaign/survival/etc) should ALWAYS no matter but have stats. Idea: Make them have stats no matter what. Performance and Network Performance is horrifically bad: Protip: Lower shadows for massive FPS increase during wave. Performance and Network performance are quite possibly WORSE than the original DD. What's the point in a new Engine if the performance isn't better? Idea: Make it better lol. Make Higher Item Qualities more Rare: (Legendaries) If we're copying Borderlands might as well go all the way... I already have a full Legendary set in a few hours of playing... I LITERALLY ignore anything below Legendary now. What's the point in having the other qualities if they're quite literally worthless? Also make them stronger to go with this. Idea: Make Legendary and Epic much more rare and make them much better stat wise. Mana is EXTREMELY Limited in Survival and is ugly in general: You get 3000 mana on Wave 3 of Lab and then 300 on Wave 4. What is this?! Really?! It literally took me until wave 21 to upgrade all my towers to the 2nd to last upgrade. Honestly it's annoying. Also the mana looks really bad and has no dynamic movement making it a literal downgrade from DD1. Idea: Reverse it. Make mana super plentiful the further you go into survival but difficult to get earlier on so you can feel satisfied when your towers are all upgraded. Also bring back dynamic movement and make it look good again. Maps are WAY WAY too long in Survival: Took me 5 hours to complete Lava Mine map on Insane Survival... at best I wasted 30 minutes. Put something in so we can speed it up there are way too many breaks. This probably won't be as a big deal in Nightmare and ///////////// (sorry I typed massacre with a capital M). Idea: Somehow make them faster. Mana Chests, F1-F4, and infinite thinking time: I honestly really hate the fact I don't have to care about having hero speed anymore. What's the point in having it if you can just walk where you want with a fast hero, press F2, press G, Build, Press F4, walk to place, build, rinse and repeat until you press G again. I know you tried balancing it by giving us infinite time to think and then giving us no time to build but honestly it's not fun. Idea: At least give us the option. I honestly really dislike the new way. I liked having a hectic race to pick up mana and build at the beginning of each map rather than infinite time to think about what I want to do and then do it in what feels like 10 seconds. Idea for splitscreen rewards/maybe exp: (posted 2 hours after readability update on 11/25) I honestly don't know where this should go right now but I thought I should get this out there. Essentially running 4x splitscreen in DD1 is extremely OP and really hurts teamplay so I came up with a solution. Idea: A Logarithmic scaler that allows you to get multiple rewards without splitscreen. Essentially you turn it to 4x and you get 4x rewards at the cost of a difficulty increase. Disables splitscreen rewards entirely and the higher you increase it the harder the game gets (4x rewards = 8x difficulty increase and 8x rewards = 20x difficulty increase for random example). Chromatic Games sets the max number they deem suitable. Could somehow also scale this into EXP like 8x EXP for a char. TOWER BREAKDOWN: (Added 11/27/2019) Huntress: Gas(5/10) - Useful early game, not so useful later on but still not useless later on. Proxy(7/10) - Very good especially early game and early on. Can 1 shot most mobs with a nice AOE. Later on can be used to stop Kobolds and also help weaken enemies with reaonsable HP. Inferno Trap(3/10) - Discount Electric Aura with less damage, less range, and a massive cooldown. Darkness(1/10) - Worthless, utterly worthless. Don't bother. They just stun enemies for around 1 second and remove their resistances for that 1 second. Also does not reset AI targeting like DD1. Thunder Spike Trap(6/10) - Very powerful against ogres however worthless against normal mobs. Attacks mobs seemingly at random for tons of damage. Squire: Spiked Blockade(9/10) - Very high health, great for blocking enemy routes. 100% must have even though Kobolds sometimes ignore it and run right past. Harpoon Turret(6/10) - Worse version of Apprentice's Flameburst tower. Has slower fire rate, considerably less damage, 6 mob pierce (not sure what FB has for splash), doesn't have splash, and 1 upside is it has slightly better range. Bouncer Blockade(2/10) - hahahahaha you're funny. It's terrible. Bowling Ball Turret(7/10) - Actually pretty good. Has high DPS although is severly limited by the fact that the only maps in the Beta you can use it on are the ones from DD1 (DDA not built with it in mind). Slice and Dice(3/10) - Pretty bad DPS however seems to stun weaker enemies. Enemies seem to also like walking past it if allowed (including archers sometimes). Not recommended though even if it's a better Bouncer Blockade due to low health. Apprentice: Elemental Barrier(4/10) - Costs 1 DU meaning if you have a THP focused APP it could come in handy on certain maps to block kobolds. Would suggest Spiked Blockade though instead. You also have to place 2 or more in many cases due to the hyper focused AI. Magic Missile Tower(5/10) - DU costs are pretty cheap, good tower to have guard your crystal from the hyper focused AI that leaks past, meh DPS, fast fire rate, and has no element making it good backup against wyverns. Flameburst Tower(10/10) - Very high damage, good AOE, good attack rate, okay range, and overall the best tower in the game by far. Only weakness is guarding against Wyverns if you don't have big aura's. Lightning Tower(1/10) - Garbage. Deadly Striker Tower(7/10) - Very high damage per hit, okay fire rate, insane range, and overall great vs ogres and bad for normal mobs. However it seems to like shooting at walls for some reason? Would be even better if it could shoot through walls though. Monk: Ensnare Aura(9/10) - Slows enemies down. A must have. Electric Aura(7/10) - Does okay damage with a very wide AOE, HP is okay though. A must have to kill Kobolds. Healing Aura(-10/10) - Shouldn't be in the game. It's literally worthless. You can heal in 2 seconds by pressing 3. By the time you walk into it you could have healed 10x over in most cases. Strength Drain Aura(10/10) - God tier. Lowers damage dealth by enemies and also removes elemental resistance. It even has a wide AOE. Only downside is it has very low health. Enrage Aura(5/10) - Not the worst but not the best. I hear it can stop Kobolds from attacking your towers. It essentially causes a giant blockage making it a slightly better Ensnare aura if the AI doesn't hyperfocus the crystal. Haven't used enough though to say how often this is though but it seems to be fairly low. Generic Strategy: Spiked Blockade's to block paths, with Ensnare, Electric, and Str. Drain Aura stack with SB just barely inside the aura, Thunder Trap just far enough so ogre's can reliably be hit by it, Proxy a bit ahead of Thunder but still well within aura, and as many Flameburst Turrets as possible behind the Spiked Blockade. Bugs: If you select a map you can play on and then change the difficulty you can press confirm and play on the higher difficulty. Friends characters were reset while joining and rejoining my game repeatedly (also when I started game while he was joining he got stuck in loading screen - might have caused this). Kobolds just go through your defenses and kill your crystal ignoring everything in the way? (Or something like that?) Mages revive Skeletons on the other side of your walls and they attack the crystal because monster pathing. Or they revive them on top of ledges so they can walk around and attack crystal. So I spent 2 hours typing and fixing this. i'll be updating this later in the future with positives for the game and other various things. When I do i'll make a post below along with changing the title and putting the dates for things added after for those who have read this if it's major enough. I honestly hope DDA will hold up to DD1 but they only have 3 months to add and change so so so so much...
Hey, first: I like the game. It's quite early to tell but it brings back the feelings of DD1 (played 1100+ hours DD1, 0 hours DD2) which is amazing! :) I've made a list with things I noticed while playing 10 hours of the beta (5 hours on Linux, 5 on Windows). ==> It's my opinion, other people can see it differently. General: Tower repairing: There are "2 modes" in the game to repair towers. I am using the mode that's closer to DD1 and I don't like that you need to target the towers individually for repairing. For example you need to select each aura field on the floor for repairing. In combat action that's really really hard. Game setup: It requires to many clicks to setup a game (compared to DD1). Item pickup: You barely can tell the difference between common and epic items. Hitting mobs: I don't like the yellow bar. What is the meaning of the yellow bar? Do mobs heal up if they are not damaged in a limited time (kinda like in Battlefield 5)? Tower upgrading: The level of the tower upgrade is hard to spot. Especially if the tower is on the other side of the map. Upgrading feels buggy: You see a yellow bar and it feels like some hp of the tower is removed. QoL (from DD1): I know the map overview of DD:A is not done yet, but I would like to have a drop overview like in DD1 which shows something like "Myth: 53, Transcendent 13, Ultimate 1". CTRL + G missing for forcing a new wave. Nive2Have: Sync gameplay and keybinding settings between PCs. Loot/Drop filter like used in PoE (because trash items stay to long on the floor). Keybindings: In DD1 you could individually bind traps to keys. For example I almost never used healing or enrage auras so I bound them to keys "8" and "9". Mana Chests: I don't like that you don't need to collect mana for the first wave: Mana gets split between all people (but sometimes you don't want other people to build). Removes the challenge to learn the map to be fast and efficient (again speed boosting pets/items are worthless). Survival: Waves take very long (way longer than DD1 iirc). No possibility to start the map at a later wave. Lava mines: Played 2x to wave 15 and I got 2x a pet without stats. Short on mana contrary to deeper well where you got 15k mana on wave 15. Hero Deck: It feels like you need to setup your hero deck for each map but you only can take 4 heros into a map. So basically harder maps may be impossible to solo efficiently. If you're able to switch heros on the fly its almost pointless to get movement speed on your builders because you could just switch to a faster character. Inventory / Character: Separation between hero and tower stats: I don't like it. There is too much space for the description of the runes. You gotta balance reading the description against spending hero/tower points. I think you mostly wanna do the latter. Rune descriptions: Casting rate description talks about mana bomb (when you're not using an apprentice character) Tower power description talks about auras (on non monk character) etc. Rune of skill and rune of boost are to generic (description itself and name) Sort priority is not saved when switching maps Filter priority is not saved when switching maps Folders/Directories are missing Hard to spot the hero class of an item (it is too small in the big item popup imo) QoL: Pressing "L" to toggle lock on items Item comparing: Does not work always (pressing Shift and current item does not pop up) Does not highlight everything (item 1 does not have property X -> item 2 does have property X ==> neither red nor green highlighting) Only the new item's stats are highlighted Skills: Hero healing: Way to cheap on lvl 20+, you're almost not spending hero mana (regenerates too fast) Hero boost (monk): Very short duration. Because it works via hero mana there is no way to extend the hero boost time. Tower boost (monk): Does not heal towers :( Feels like a temporary aura. No indicator how long the aura lasts. No indicator which towers actually are boosted. Regards, trin
I am all for the new design and stuff but I am worried from these previews it looks kind of plastic. Like a realistic lego set. Things like the goblins, archers, grasses, turret and wheel on the bottom gif look good but things like the vines on the wall, the DST projectile, and the orc top gif look odd. (Love the ragdoll effects on the goblins bottom gif tho <3)