PDA

View Full Version : I'd like to see this in game



Kaladorph
03-10-2012, 02:38 AM
First off I've been playing games a long time and tower defense games have always been one of my favorites. For Dungeon Defenders there is a few points I'd like to discuss.

1) Specializations: I think it would be nice that as well as getting points with your level (the current system) based on your personal performance such as whether or not you use towers / dps / ability's that each thing levels on their own. Perhaps a separate skill setting that boosts all tower/dps/ability stats by a certain % based on how long you've played your character and what you have used with it. This at least gives people a reason to KEEP playing your characters regularly even after you hit max level. I think it would be easily done. Just simply put 3 more stats the top of the hero info labeled Tower Dps or Ability. It could also be said that its difficult for the game to specify what you want to raise. In which case you could just have it so you can SET what your specialization is and experience goes to that. It would have to be special exp so that only exp from trap kills would go to tower stats, or melee/ranged kills, maybe even a support skill that levels cast rate/hero health/hero speed. There could also be Tank that just levels hero health and defense percents. Clearly a tank stat would be raised through taking damage. It could also be set that only one 'char bonus' is active at a time. So a all-around character couldn't have a godly bonus in all stats.

2) Mob Changes: I read a thread just a moment ago about having a set number of charges for necromancers. Instead I think they should have a mana limit that regenerates on its own over time. That way if a necro wastes all of its mana it may later be able to force out a skeleton. After all the Dark Elf Mages would have very little survival capabilities if you look at them as individuals. Which I think should be done with most of the mobs. Sad thing is that would be difficult to do with kobolds unless of course you make it so that if the target they were planning on blowing up disappears then they put out the wick on the bomb. I mean, I'm sure they don't want to blow up for no reason. Though the wick time should be set, so if it lasts for 5 seconds, the wick could burn for 3 be put out and then only burn for 2 the next time before blowing.

3) Pathing: So mobs stop and attack towers they can just walk by and make it to the crystal? Why? I mean if they were intelligent they should be able to comprehend whether or not its more effective to stop and attack or to run by and hope to make it. This would give more use for the walls as a pathing instrument rather than just a distraction.

4) Monk: Sadly the monk is the only character that if built tower is completely useless solo. If you look at this game as a single player thing then the monk fails hard. Go ahead and try to play a monk without the assistance of any other class. The lightening aura needs to be more of a 'pain' aura and deal neutral damage instead of element. It is the ONLY way for monks to damage mobs after all (except for rage, which anyone who has ever played a monk knows that the rage aura is useless as a damage tool and is only useful to create a jam of mobs). Not to mention that even if you use snare/electric a ogre will walk right through it, at least if the ogre is of similar level to you. This is a serious game flaw if you ask me and ruins the monk class for anything other than just a support hero. We all know how useful the snare and strength drain aura's are but they aren't enough to make the hero capable on its own. Also the rate in which the snare's health drops is way too quick, it needs to be at least halved. There is no reason it should drain so much faster than the other auras.

5) Named Mythical Items: The rewards from completing challenges and bosses on nightmare should be a lot stronger than they give now. They need to be stronger period really. Currently the item reward system is useless other than just for collectors.

5) Cosmetic Items: I know that currently different gear has no effect on the hero, so let me say this; at least let us change the look of our weapons without changing stats! How often have you gotten a truly awesome sword and its been huge and pink? For me it happens quite often. Or perhaps you find the alternative, a really awesome looking weapon but the stats on it suck. Let us have a cosmetic slot that replaces the model of our weapons without changing any details of it. I know that currently the attack speed of some weapons is tied to the model and I believe that with the cosmetic slot the attack speed should remain the same as the non-cosmetic item that's equipped. Even if that means a super slow dagger with large attack range. You could always put in size requirements for weapons. It would be nice to actually see a range stat on swords anyway.

6) Nightmare: From what I can tell so far is that squire traps are the ONLY option on nightmare. Why? This doesn't seem right. The other classes are under powered for nightmare or perhaps I just suck. I would like other peoples input on this matter. I see that trap huntress is useless and monk is just support as always. The apprentice can probably work it with enough stats but clearly not as effective as the squire. I think the specializations I mentioned earlier is a great opportunity for TE to boost the effectiveness of other classes on nightmare.

7) Game Mode: Hide and Seek. You heard me, a few of the maps could be good for this and its a great way to have some fun just fooling around with other players. Support up to 16 people since there is no need to build and mobs wont come, the game should be able to easily support the extra polys. One person gets selected and their screen goes black for 30 seconds while people go hide. Map is unavailable and there is no hover-text names. People who are not it move at 3/4 the speed of the person who is it. Objective is to find and tag as many people as possible during the wave. Points awarded or whatever, perhaps an item based on how many people you successfully tag. I'll leave the specifics up to TE but I do think this would be a fun challenge to be added.

I think that's it for now. Comments would be appreciated, the idea of an individual is always worth more than the idea of a group.