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  Click here to go to the first staff post in this thread.   Thread: Squire/Countess Block effectiveness now clamped to 95%

  1. #1
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    Squire/Countess Block effectiveness now clamped to 95%

    So can we still upgrade block past 95% it just won't do any good? Cause if we can that means all weapons will be able to brought to 95% and it will make way way more squire weapons more usable. Although overall this is a pretty big nerf.

  2. #2
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    god people better get going on the kraken

  3. #3
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    Quote Originally Posted by DeltaDefender View Post
    god people better get going on the kraken
    Yep i wont have time to do it so kraken will stay unbeaten for me. Ohh well i kind of gave up on DD anyhow, guess this helps push me on.

  4. #4
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    woohoo gold dews on late game survival are a nightmare, and so is the kraken..


    yay for more unneeded nerfs.

    i wasnt one of the naysayers who were going to quit, but its quickly getting to that point (ive spent more time just afking in the game than playing it in the last 2 weeks, becuase solo content is now terrible, and im sick of hosting to have people screw it up

  5. #5
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    Uneeded. Really uneeded. Especially with the Kraken and Buffed NM Mix DEWs.

  6. #6
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    Well, if block at 100% is necessary to handle both DEWs and the Kraken, it sounds like the problem is that they hit too hard for other classes to do it.

    If a 95% blocking Squire/Countess can't manage content, how's any other class going to do it? I'm hoping that rather than this being just a nerf, it's a step in bringing Squire/Countess into line with the other classes (presumably by either buffing HP all around, or decreasing the damage players take from mobs in some way).

    I certainly don't want to lose my 100% block, but the last time it looked like there was a big nerf to squire (fixing their tower damage) it was followed up by a lot of nerfs to enemies and other balancing changes that made it not nearly as bad. And a 95% cap isn't a huge nerf anyway.

  7. #7
    0 Not allowed!
    meh 95% is more than enough for pretty much everything... your not meant to be this unbreakable wall of super dps

    if your really having an issue either a fairy pet or a dps pet should help your blocking needs

    Edit: This also increases the usefulness of Str drain auras on mix mode

  8. #8
    0 Not allowed!
    the point isnt that a 95% cap isnt a huge nerf, its that currently, the kraken one shots any hero with less than 130k hp, and full resists..

    gold buffed dews on late wave mix mode (25+ on misty) were doing upwards of 60k a swing, if even for a moment your not paying complete attention to avoiding the dews or kraken, its game over...

    blocking squires were at least able to tank for the other members of the team....

    now, they wont be able to that, so the only class on the field will be hero boost monks.(watch and see, its already happening,), this isnt balancing, its simply going to shift the favorite of the month to monk dps instead of squire..other than that there wont be any really change (and ive failed the kraken 3 times today, after afking to the boss each time, becuase it REQUIRES hero dps.. (towers have no effect on a boss in a game where the primary focus is towers... brilliant.)

  9. #9
    0 Not allowed!
    I don't exactly understand how a blocking squire can't tank for other members of the team now. They're still going to be far, far more survivable than almost anyone else.

  10. #10
    0 Not allowed!
    they can still tank for the team, but when a squire take damage (at least today it was doing this) the shield is lowered for a split second, and if they are hit again during that, they take full damage (i got tagged in the side by an archer right before the kraken attacked, and despite my blocking, got one shot by the kraken again)


    additionally, 5% damage when getting beat on by 5 or more dews (or one boss that does insane amounts of damage), really adds up, to the points where a dodging hero boosting monk is likely a far better choice to bring than a tank that simply takes less damage than the others, but also doesnt really contribute (oh look, he stands there taking damage and doing none vs a monk that puts out a ton of damage, boosts heroes around him, and isnt required to bring a healing pet just to be effective at staying alive anymore)

    the point is, squires are losing one of the key things that made me use mine over a monk..

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