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Dungeon Defenders II game Status:
I'm just about done with endgame progression.
Okay this isn't a thread about how I'm stuck on x stats and cant progress any further. Endgame progression is broken.
The hardest thing about survival is connection, staying in the same game for 4-7 hours (which is ridiculous enough).
Misty is doable to 30, but I've only managed it once since the patch broke. All the other times, mages have been stuck in rocks, climbed trees, bugged outside of map and one shot my crystal. So misty is broken, I'm guessing everyone knows this already.
So my only option left is Moraggo. I don't know who in the Trendy design team decided that doubling the mob cap from Misty to Moraggo is a good idea. Moraggo to wave 30+ now takes 6 hours to do (if you can even get that far.) So you basically have to write off an entire afternoon/evening trying to do this map. I guess I can look past that, but then when you add connection issues into the mix, its undoable.
The slightest steam/trendy/yourself connection blip and boom your out of the game and says you can't reconnect until you restart the game. Dieing in survival I can take, but losing connection just feels like I'm wasting my time.
I think Trendy should do the following:
1) Keep the difficulty of every map and decrease the mob count on survival. If you can survive 1000 mobs of the same difficulty, you can survive 10000. I've even prefer 6x harder 1000 mobs than 6000 normal mobs.
2) Give sort of a buffer allowing you back into the game if you d/c as host, call it 5 mins. This would save so much stress.
3) Fix all the map related bugs in Misty and Moraggo.
Anyone else had similar issues? I'm done until the new builder is out.
The DC issues are mindnumbingly frustrating for survival runs. Random AI glitches is another complaint of mine. I've never reached past wave 18 of anything but I'm not sure if I want to. I don't have the time to go that long in a survival unfortunately, but that is not trendys fault. I do think waves start getting way too log close to wave 20.
Agreed on 2 points.
Glitches I can deal with. Stuff eventually despawns. Most of the time.
However, increased mob count in moraggo is just pathetic. I thought the trend was towards less mobs, not more. Survival has 3 phases. Start - ZOMG, ZERG. Middle - defences holding, one or two lanes are shut down at any time, just in a holding pattern waiting for the end. End -ZOMG, ZERG!
The whole middle section? Utterly, utterly pointless. If I can handle the front end and the back end, the middle is almost always AFK. Maybe it's designed so I get some time to repair? That's great. Repairing takes 30s. Sometimes a minute. Never 12 minutes.
So, kill the middle section. Misty was perfect. It had ~2000 mobs with 3 players for most of the waves. You ran the levels fast (3-5 mins) until it got scary, at which point you added a gas trap or two to slow things down. Levels started to take 15+ minutes, but that was ok, because loot was probably getting to the point where you wanted to check it out before it despawned, so it worked perfectly for everyone.
It also meant that the disconnect issues were manageable, because it always took you about 70-90 mins to get to the point where loot was good for your level (because if you had 2000 stats, you could start on wave 8 and literally just keep pushing g until wave 17. If you had 1000 stats, you'd add gas at wave 10).
Moraggo? fast or slow, by wave 15, you have 6000 mobs. And that's 4500 mobs-worth of utter boredom for waves where the loot is crap, and there is no way to speed it up, simply due to the sheer volume. Thanks to djinn, you can't prox deep into lanes, so you have to add the time it takes for them to close on your defences. And with such a big map and so few DU, you need to have as much as possible doing double duty, meaning they generally have to walk a loooonnnggg way.
So it takes 3 hours just to get to wave 18. Which is the furthest I've made it without a disconnect. Which is lame.
I understand the d/cs are largely out of trendy's control - at least 50% of the time it's my crappy internets, so it would be nice if a) it paused while it tried to reconnect to the host and/or b) the mob count was massively reduced. And I don't mean less ogres or djinn. Just less 20 minutes of kobolds and goblins and archers that are slowly sucking my will to play this game.
I completely agree. I'd rather have a shorter survival (1-2 hours max) where there aren't that many mobs, but they're much more difficult.
Maybe they could modify the survival starting mana. Like every wave you skip you get X amount of extra mana. If it were 150 mana, you skipped 4 waves, it throws you an extra 600 mana to start with for towers. That way you could skip the stupid waves.
I'm no where near ready for those survivals, but if i seriously have to sit through 3 hours of waves to get anything good I might as well stop playing now, I'll never play 3 hours at a time, generally its 30 minutes to an hour.
With the addition of Djinns they should make the waves shorter since we need to be constantly on djinn duty.
Originally Posted by Bearthez
Specially 1 and 3. It is pointless to add more mobs, we need tougher mobs and shorter/faster maps. At this moment, the endgame content is only avaliable to a few, and not because its tough (it is) but because we cant be bothered to spend hours just to reach the later waves.
The numbers do not increase difficulty, just tediousness. It would only make sense (to me) if the items on the floor didnt despawn, which they do.
You don't need more mana. The only survivals worth doing are misty and moraggo and both of those have enough mana on the first wave for a 95% set up. If you want to start on later waves, it's because your tower stats can handle those mobs without upgrades.
Well more mana would let you do upgrades as well
Originally Posted by zingfharn
Obviously i dont know how much mana you would need.
If survival were shorter, I'd actually consider doing it :-D
Other options like UMF rewarding good loot would be nice as well!