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View Poll Results: * Massive global reduction in enemy spawn count scaling based on number of players

Voters
116. You may not vote on this poll
  • Increase the % of good loot drops

    58 50.00%
  • Increase the value of trash item

    13 11.21%
  • Yes I want this change.

    25 21.55%
  • Other (post below)

    6 5.17%
  • The change in numbers is fine, nothing else needs to change.

    35 30.17%
  • No I do not want this change.

    7 6.03%
Multiple Choice Poll.
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Results 31 to 40 of 68

Thread: new patch can possibly mean less loot/mana

  1. #31
    0 Not allowed!
    This should have been implemented on a map-by-map basis. Some maps have been essentially turned into easy mode. Ogre Crush, as if it wasn't easy enough, now only spawns 10 ogres with 4 players instead of 20. Even with low stats you could beat the map. A lot of challenge maps have been nerfed the same way, Monsterfest in particular. Some legitimately needed it, like Wizardry, War of the Djinn, and Sky o' Love. Same with some survival maps, like Magus Quarters, which spawned OVER NINE THOUSAND (sorry, had to say it) mobs on the later waves.

    We're going to see pet prices drop like a stone now, since pets are easy peasy to farm with 3 emulated alts, while gear prices rise due to lower chances of seeing trans/supreme equipment drop. Less mobs = more runs required to get rare drops = more work = higher prices.

  2. #32
    0 Not allowed!
    Less mobs = more runs required to get rare drops = more work
    This is not true. Think about it: if every wave had, let's say, 20K mobs, would obtaining gear become faster?
    You are missing the other side of equation, which is TIME. Less mobs, less time for a single run.

    Also, less chance for random leaks / glitches wich could take down the crystal eventualy.

  3. #33
    0 Not allowed!
    Quote Originally Posted by Warmonger View Post
    This is not true. Think about it: if every wave had, let's say, 20K mobs, would obtaining gear become faster?
    You are missing the other side of equation, which is TIME. Less mobs, less time for a single run.

    Also, less chance for random leaks / glitches wich could take down the crystal eventualy.
    The rare drops only occur on the final waves. So yes, 20k mobs spawning on the final wave would make it faster to farm rare drops, because you don't have to reset, rebuild your layout, and work your way up to the waves that actually drop good equipment.

  4. #34
    0 Not allowed!
    i think people dont see this but how much of a chance u think a supreme will drop when a wave has say 1.6k mobs when before u didnt even see one wit 3k or 4k mobs i think this change was good in a way though. having more people in ur group wont be a bad thing cause we are less penalized for having them. its actually needed now cause when u see the mob count at less then 2k u think i have a lesser chance of good gear dropping we need to inv more people. thats ok but now u have to split the gear that drops wit more people so in a way its worst.the problem with this game is that the developers dont have a gray area its either and they cant look at their ideas and question if its something people would like or is it something we just like. maybe thinking about both would help cause i think its a good idea to lower mob count but a bad idea because it lowered my chance of something good dropping and the math is easy 2 supreme drops one trash from wave 20 to wave 35 moraggo nm hc wit 4 people and u cant split one supreme drop wit 4 people the sad part is what do the other 3 people get for helping u wit all that work and time u put into them 15 waves? nothing because theres less mobs and not a lot of good items will drop and supreme rarely drops

  5. #35
    0 Not allowed!
    Ogre Crush was one ogre per door per player. At the recommended level, you can beat it with 1 player but once you add players, you can't keep up with wall repair. The new numbers sound perfect. Monsterfest supports 8 players, but I never rarely play with the full 8 because it makes the waves take too long and the time limit harder to meet. It should be more balanced now.

    Multiple shorter runs are only longer by the build time. The change is bad for people who are seriously slow at building. In exchange, you get more mana because items don't disappear. It also means you can fit a 4-player run in an evening. Most importantly, you don't feel punished for adding the 3rd and 4th players. As for prices, I think they should do what's fun and not worry about prices. Prices on existing stuff tank every time a new map comes out, and the new stuff skyrockets in price as mana becomes easier to get.

  6. #36
    0 Not allowed!
    Quote Originally Posted by Warmonger View Post
    This is not true. Think about it: if every wave had, let's say, 20K mobs, would obtaining gear become faster?
    You are missing the other side of equation, which is TIME. Less mobs, less time for a single run.
    One run with higher mob counts is still probably quicker than two runs with a reduced wave counts. It will really depend on how much the mob count was reduced on the specific map.

  7. #37
    0 Not allowed!
    Aquanos is like 2k mobs with 4 people now. That's not cool since they are just adding much stronger mobs and sooo many people use afk controllers like me, so there is 0 incentive to use them now.

  8. #38
    0 Not allowed!
    I love this patch.

    You made my fav map Aquanos with 2k mobs and 4 people so much fun now. It's enjoyble to play with one character and level up my other character, while having 2 friends join me in battle and not taking forever to finish the run. So you know I actually want to play with them. Before this patch it was the other way around. I was levelling them up by using my level 83 Countess and just letting them repair. Now we are all happy.

    I'm not sure what your complaint is about Andy? the more players there are the stronger the mob should be to compensate. I rather stronger mobs and quicker runs, then weaker mobs with mob count that send me asleep anyday. You can still have 3 afk characters on Aquanos and beat it quite easily solo.
    Done with Hacked Defenders.
    Bring on DD2.

  9. #39
    0 Not allowed!
    I dunno why I was quoted for "Less mobs => faster progression. Why get more loot from a wave when you can just start higher one?", but that wasn't my post, it was the one above mine!

  10. #40
    0 Not allowed!
    Quote Originally Posted by KnowsNoLimits View Post
    I love this patch.

    You made my fav map Aquanos with 2k mobs and 4 people so much fun now. It's enjoyble to play with one character and level up my other character, while having 2 friends join me in battle and not taking forever to finish the run. So you know I actually want to play with them. Before this patch it was the other way around. I was levelling them up by using my level 83 Countess and just letting them repair. Now we are all happy.

    I'm not sure what your complaint is about Andy? the more players there are the stronger the mob should be to compensate. I rather stronger mobs and quicker runs, then weaker mobs with mob count that send me asleep anyday. You can still have 3 afk characters on Aquanos and beat it quite easily solo.
    +1

    Personally I dont particularly care if it takes more runs to find decent loot, b/c running on my own every single time due to time constraints is hellishly boring. Also, active summoner makes it rediculously easy to find good armour anyway compared to what it was before so its still easier than before...

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