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Honestly, any player would have serious problems with 30+ Djinns mass spawning instantly at the same time but at the very least it seems you've made changes to your builds to combat the Djinn and, mass spawning aside, you seem to have adapted well enough.
Considering \/4n!114 ][c3 was one of the first people to post their approval of the changes in the recent patch, this topic is troubling indeed.
i like a lot of the changes brought with it, but playing through some of the maps tonight, and trying to do the transcendant achievement, djinn were tossed around way to liberally. when there is one or 2 of them on a map, its not so bad, but when they spawn so frequently, particularly in first and second wave, it just kills everything.
im not sure what needs to happen. either more mana needs to be given out from chests when playing in nightmare mode, or djinn need to not spawn until a few waves in, and they need to have their numbers reduced for group play. some maps, first wave with 4 players are spawning 12 djinn. no fun.
i still havent tried going back and playing normal campaign maps on nightmare mode yet, mainly because i have beaten them all and have no need to, as the only way i can get better gear is late wave survival, but im not able to get anywhere near as far as a i used to, so frustration over things is seriously mounting.
In Endless Spire, if you put a bouncer at the spider spawn where that chest is, a Djinn will go for that one sometimes and float over the void part (where the steep stairs goes down to the 90 degree bend) you have to be careful to jump and hit it multiple times if your harpoon is busy dealing with the other mobs coming up the stairs since they are "closer" to the harpoon. I'll try some others tonight as well but HC Insane Oasis Monster Fest is kinda fun. Get good rewards at the end. I am sure NM version is incredible (can only assume).
We have to adapt to build extra bouncers for spiders, extra anti air for djinn with the same ******* amount of starting mana and DU as in easy to insane.
The spiders at least require some strategy, the djinns needs pure rawpower on harpoons or they just vanish your towers.
Generic answer, farm better gear, and kill them just overpowering the map, because there is no DU to do advanced buildings with the high DU cost of the squire towers. If you want to place two ensnares, say good bye to one harpoon, and that price is too high, considering that you really need any harpoon that you can get to fight djinns.
Or solution two, return the power to the apprentice, the real viable builder with non-retarded towers.
I completely agree, the Djinn are utterly broken for our current turret choices.
I've always had issues with turrets not tracking properly, especially with harpoons/wyverns, but it seems that the Djinn are the last units to be targeted. I use both an app and squire, with 1200+ turret stats, and I lose survivals at wave 8-10 due to hordes of uncontested Djinn. Fixing the turrets to do what they were design for would be a big improvement.
I've dropped 250 hours into this game, and I love it. I hope they fix, or remove, the Djinn quickly. It just isn't worth my time and effort to continue playing the current game.
i can only imagine how frustrating a first wave djinn in deeper well would be. its already difficult enough to try to get a harpoon or whatever your weapon of choice is to take out the ogre.
Comical... rather, comically stupid.
No wonder people hack.