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Dungeon Defenders II game Status:
One simple acronym sums it all up. RNG. Currently as they are, my survival runs have been a hit and miss affair. If i get 'lucky' I complete it without a scratch, if i get screwed over RNG, I lose rather quick and painlessly.
My tactic for the most part to handle Sharken essentially requires something that strips them of an immunity if they have it, a gas trap and either a proxy or a clear view of a turret. Now here comes the RNG. If one gas trap fails to fire or the Sharken isn't stunned by it = game over. If one darkness trap or strength aura fails to connect = game over. A loss of a wall in late survival with ogres up usually means you'll find yourself in the tavern.
Here are a few suggestions to remove the 'RNGness'.
1. Make spike barricades one shot Sharken if they charge head first into them. Honestly if you charged head first into a wall of spikes at full speed it is going to leave a mark. Or better yet, while they are preparing to charge, they sustain more damage.
2. As part of their charge, make them take a few steps back to build 'momentum'. If they cannot get the space to move they cannot charge. It adds a need for a new animation and a level of complexity to their AI I'd admit, but it would be in line with the spirit of the Sharken's creation.
3. Blueprints mode, Instead of defenses being destroyed, their 'shell' is left behind, while inactive, it requires a player to heal it to full in order for it to regain its function (Adepts and Apprentices would be once again a valuable active character). Defenses that have been moved outta place can be reset in this manner also.
3rd one is wishful thinking, as it would mean reworking the game entirely.
On another note, I am unsure if it is intended (further testing required) that their charge aminations speed up as waves progress much like mobs and lighting quick ogres of the 20+ wave area.
I agree with the whole rng thing. Whats worse is when you have a ranged dps behind the wall focused on shooting an ogre and not only does the sharken bust the wall but it also 1 shots your character as it travels. Leaving no chance of recovery.
On another note, Sharken are worth 7 xp on nightmare. I can see Sharken going to therapy sessions about their self worth.
"I am worth only 7 points!, I am the biggest baddest thing out there, I wreak havoc on carefully placed walls and defenses.... and that equates to 7 points?!!!!!? I have to talk to my agent for a better gig"
Sharken aren't the biggest, baddest things out there :P
7 exp probably is a little low, but it doesn't need to be more than low triple digits either.
genies were worth 7 when first released, it got patched at some point though once they realized it
Another thing that could help is having the ability to move your defense back to its original position.
there is currently a "sell defense", you could also make a "de-summon" or "move" defense so you could pick it up and move it back to where you want it to be, then "re-summon" the item you are moving, this way you dont lose all of your upgrades that have been added.
it just seems like upgrading the shields is a waste of mana because you are going to have to move it back to the original position if a sharken does charge from behind an ogre or a trap fails. i dont know if its a bug or not but i have had an ensnare and gas trap ready for a sharken and the sharken charged up just outside the range of the two and just ran through both the ensnare and gas trap without slowing down at all, and it did not have an elemental resistance.