Title: Dungeon Defenders Post by: Musashi on October 18, 2010, 10:46:03 AM I, uh... saw this on Steam. I want someone to tell me I'm crazy and this will suck. Please. No really. Because if you don't, I may be forced to become a hermit.
It's a multiplayer RPG with tower defense elements. So they might as well just describe it as nerd kryptonite. It's like they took Diablo, and instead of making you trot around looking for stuff to smash, they made the stuff you smash come to you. Then, as if that weren't enough, they gave you turrets to blow shit up with. I'm like, disgusted. Plz tell me these guys invented DRM, or are dirty Bobby Kotick underlings. Plz. I kind of liked sleeping. http://dungeondefenders.com/ Title: Re: Dungeon Defenders Post by: Zaljerem on October 18, 2010, 11:06:50 AM It's a multiplayer RPG with tower defense elements. Interesting. I hit the website for a second and poked around, I'm intrigued. Title: Re: Dungeon Defenders Post by: Nonentity on October 18, 2010, 02:56:28 PM It's based on the game they made called Dungeon Defense for the UDK Showcase. It's a little free game you can get here - http://www.udk.com/showcase-dungeon-defense
It's a pretty fun game, even if it is very tech demo-y. Title: Re: Dungeon Defenders Post by: Ironwood on October 18, 2010, 03:00:29 PM That sounds very much like what Dungeon Keeper was initially supposed to be about...
Title: Re: Dungeon Defenders Post by: Rasix on October 18, 2010, 03:01:51 PM Looks fun. But you know.. other people.
Title: Re: Dungeon Defenders Post by: Paelos on October 18, 2010, 04:00:27 PM Seems decent. I'm mildly intrigued if it's got some deep replay value and I'm won't be griefed by jackasses non-stop. I don't hold out a lot of hope for the latter.
Title: Re: Dungeon Defenders Post by: Stormwaltz on October 18, 2010, 05:12:58 PM The worst thing I can mention is the overly busy art style. Too much brightly-colored stuff all over the place. I was squinting by the end of the trailer.
Other than that, looks like fun. Title: Re: Dungeon Defenders Post by: Musashi on October 18, 2010, 05:44:57 PM The art style is unapologetically the same exact thing as Torchlight. Which is unapologetically a cartoony Diablo 3.
In other words, after toying with the demo, I can say for sure that I'm totally fucked. I'm not sure if you can get that demo on PSN and play with more people. It's kind of hard to watch three lanes by yourself. But still, the finished product should be glorious if it manages some semblance of balance. Title: Re: Dungeon Defenders Post by: climbjtree on October 18, 2010, 06:21:46 PM I watched the trailer. Damn you.
I'll probably pick this thing up too. Title: Re: Dungeon Defenders Post by: Sir T on October 18, 2010, 06:32:46 PM Saw this on Impuse a few weeks ago. I managed to resist.
Now the longing has been reawakened. Damn you. Title: Re: Dungeon Defenders Post by: Ghambit on October 18, 2010, 09:14:25 PM Wow, I saw this when it was a fart up some UDK devs ass. It's been on my to-buy list for months... thanks for the reminder though, almost forgot it was coming out Nov. 1.
Also, there's another similar style game coming out but a sci-fi shooter theme. Saw it at E3. Anyone remember the name of it??? p.s. DD is also fully moddable; source code and everything, which if you're a UDK hobbyist means you're effectively now a DM. Title: Re: Dungeon Defenders Post by: ffc on October 19, 2010, 01:35:40 PM The art style is unapologetically the same exact thing as Torchlight. Which is unapologetically a cartoony Diablo 3. And Diablo 3 is a cartoony Diablo 2. :grin: Dungeon Defenders looks cel shaded enough where it reminds me more of Borderlands' style. I want to check out its local multiplayer. Title: Re: Dungeon Defenders Post by: Ghambit on October 19, 2010, 02:21:38 PM Gameplay (http://www.youtube.com/watch?v=4JqEC3jTfAM&sns=em) The art style is unapologetically the same exact thing as Torchlight. Which is unapologetically a cartoony Diablo 3. And Diablo 3 is a cartoony Diablo 2. :grin: Dungeon Defenders looks cel shaded enough where it reminds me more of Borderlands' style. I want to check out its local multiplayer. That gameplay is from Dungeon Defense, not Dungeon Defenders. This is Dungeon Defenders: http://www.youtube.com/watch?v=0Mz-TkmlzBI Extended cut: http://www.youtube.com/watch?v=cKLP42gpOy4 Man, that music has me all hyped up. Title: Re: Dungeon Defenders Post by: Trippy on October 19, 2010, 03:01:40 PM WANT! NAO!
Title: Re: Dungeon Defenders Post by: Aez on October 19, 2010, 03:48:43 PM The art style is unapologetically the same exact thing as Torchlight. Which is unapologetically a cartoony Diablo 3. Not really, Torchlight art was much better. It was more "Disney" than this. Title: Re: Dungeon Defenders Post by: Ingmar on October 19, 2010, 07:33:05 PM Etheria? This is set in
Title: Re: Dungeon Defenders Post by: Samprimary on October 20, 2010, 12:18:52 AM Plz tell me these guys invented DRM, or are dirty Bobby Kotick underlings. Plz. I kind of liked sleeping. They're like the Boys from Brazil except with Bobby Kotick's DNA. Each is hand-raised by a scientologist with the goal of giving M. Night Shyamalan the power to appoint himself director of any movie or game franchise he chooses, starting with Portal II and Half Life 3. Title: Re: Dungeon Defenders Post by: Demonix on October 20, 2010, 07:25:47 AM The worst thing I can mention is the overly busy art style. Too much brightly-colored stuff all over the place. I was squinting by the end of the trailer. Other than that, looks like fun. Yeah, I was gonna say the same thing...it's AWFULLY busy. Plus, placing towers in real-time with no pause option? Still, It looks interesting! I'd check it out. Title: Re: Dungeon Defenders Post by: Musashi on October 20, 2010, 11:25:47 AM Plz tell me these guys invented DRM, or are dirty Bobby Kotick underlings. Plz. I kind of liked sleeping. They're like the Boys from Brazil except with Bobby Kotick's DNA. Each is hand-raised by a scientologist with the goal of giving M. Night Shyamalan the power to appoint himself director of any movie or game franchise he chooses, starting with Portal II and Half Life 3. Fuuuuu :awesome_for_real: Title: Re: Dungeon Defenders Post by: Ironwood on October 20, 2010, 11:43:21 AM That sounds very much like what Dungeon Keeper was initially supposed to be about... But I've watched the trailer and not only was I as wrong as can be, it looks like utter shite. The lightsabre was cool though. Title: Re: Dungeon Defenders Post by: Musashi on October 20, 2010, 01:44:38 PM (http://dl.dropbox.com/u/963220/5e_044RubyRod.jpg)
Title: Re: Dungeon Defenders Post by: MrHat on October 22, 2010, 12:14:31 PM The art style is unapologetically the same exact thing as Torchlight. Which is unapologetically a cartoony Diablo 3. In other words, after toying with the demo, I can say for sure that I'm totally fucked. I'm not sure if you can get that demo on PSN and play with more people. It's kind of hard to watch three lanes by yourself. But still, the finished product should be glorious if it manages some semblance of balance. Got a link to the demo? Title: Re: Dungeon Defenders Post by: Musashi on October 22, 2010, 12:18:09 PM It's based on the game they made called Dungeon Defense for the UDK Showcase. It's a little free game you can get here - http://www.udk.com/showcase-dungeon-defense It's a pretty fun game, even if it is very tech demo-y. Title: Re: Dungeon Defenders Post by: Musashi on October 31, 2010, 05:10:29 PM I just looked this up to be sure, because I thought maybe it was a typo. This game will be ten bucks. 10$. I confirmed it on their forums.
Title: Re: Dungeon Defenders Post by: Stormwaltz on October 31, 2010, 05:27:06 PM For $10, who the fuck wouldn't try it?
Title: Re: Dungeon Defenders Post by: Malakili on October 31, 2010, 05:51:35 PM So, 10 bucks one time fee? No cash shop or anything? That sounds reasonable if thats it.
Title: Re: Dungeon Defenders Post by: Ghambit on October 31, 2010, 09:52:12 PM Full game has been delayed till near the end of Nov. Demo should be out some time this week.
Also, new vid. http://www.youtube.com/watch?v=2rq61CjMs7w&feature=player_embedded Title: Re: Dungeon Defenders Post by: Musashi on October 31, 2010, 10:47:20 PM :sad:
Title: Re: Dungeon Defenders Post by: KallDrexx on November 01, 2010, 05:43:27 AM Jesus it is really hard to distinguish wtf is going on in those videos, and what the towers are actually shooting at. The art people need to get a lesson in contrast between characters and terrain.
Title: Re: Dungeon Defenders Post by: Musashi on November 05, 2010, 10:22:20 PM And now it appears the game and demo are both delayed until January.
(http://dl.dropbox.com/u/963220/bernini460.jpg) Title: Re: Dungeon Defenders Post by: Trippy on November 05, 2010, 10:26:27 PM :mob:
Title: Re: Dungeon Defenders Post by: Rendakor on January 22, 2011, 08:28:37 PM This is coming out soon, right? Do we have a real release date? Also, does anyone know if you still get the preorder bonus if you preorder through Steam? The other 3 sites all offer cool pets, but Steam mentions nothing.
Title: Re: Dungeon Defenders Post by: Hawkbit on January 22, 2011, 09:10:17 PM Just says Q1 2011 now. Some iteration of it is already released on the iPhone/iPad, but it has terrible reviews and isn't getting solid support. I haven't quite taken the jump for $5.00 to play something that is broken by half the users, so I can't tell what the issues are.
Title: Re: Dungeon Defenders Post by: Ghambit on January 22, 2011, 09:21:15 PM Kinda friendly of them to take pre-orders and then pull all of this shit eh?
Title: Re: Dungeon Defenders Post by: kildorn on January 22, 2011, 10:05:34 PM I've been playing this pretty heavily on a droid X, and have had no problems. The main complaint I can see would be "dear god, the camera angles on some maps!"
The shenannigans with the xbox cert process/delayed submission meaning nothing beyond phone versions being released for months after the release date is some bullshit though. Title: Re: Dungeon Defenders Post by: jakonovski on January 23, 2011, 03:39:32 AM Does this thing have intarwebs multiplayer even for phone versions. Cos that's what I need, a DotA/Diablo clone to play at work.
Title: Re: Dungeon Defenders Post by: Paelos on June 01, 2011, 01:13:24 PM RISE!
Supposedly this thing got submitted to XBLA which means it's close. Thought? Title: Re: Dungeon Defenders Post by: pxib on June 01, 2011, 06:41:46 PM If I had pre-ordered I'd be pissed.
Title: Re: Dungeon Defenders Post by: Paelos on June 01, 2011, 08:07:06 PM Still gonna buy it!
Title: Re: Dungeon Defenders Post by: pxib on June 01, 2011, 08:16:47 PM Oh yes, same here.
Title: Re: Dungeon Defenders Post by: Azazel on June 02, 2011, 05:50:58 AM Kinda friendly of them to take pre-orders and then pull all of this shit eh? Why do people pre-order shit on the internet, anyway? The place I get games from is always pushing pre-orders. 99% of which come with no extras but full price that will drop within a month of the game(s) coming out. Steam too, for that matter, though they often tend to throw in a copy of some game you've already got or aren't interested in with theirs. I mean, I can see it if it comes with something, but most things don't. Title: Re: Dungeon Defenders Post by: Rendakor on June 02, 2011, 10:12:01 AM This game had pre-order bonuses, so your point is invalid.
Title: Re: Dungeon Defenders Post by: Azazel on June 03, 2011, 01:16:33 AM No, my point is valid regardless of whether this game had anything or not, just as I said in the last sentence. Good reading though. One day your comprehension will be good enough to have a real conversation with an adult. Keep it up!
Title: Re: Dungeon Defenders Post by: Trippy on June 03, 2011, 01:25:44 AM No it's not, you are just making numbers up.
Title: Re: Dungeon Defenders Post by: Ironwood on June 03, 2011, 01:28:51 AM Be fair, 82% of people do that as a matter of course.
:awesome_for_real: Title: Re: Dungeon Defenders Post by: pxib on August 24, 2011, 10:49:36 AM Hey, they've announced another release date (http://www.thegamereviews.com/article-5420-dungeon-defenders-release-date-announced.html): October 19th, a year and a day after this thread started.
Think this one will work out? Title: Re: Dungeon Defenders Post by: Nija on August 24, 2011, 10:50:29 AM The fuck is taking them so long?
Title: Re: Dungeon Defenders Post by: Vaiti on August 24, 2011, 10:52:48 AM After dicking around with the Android version of this, I've kind of lost interest and faith. It's also been sitting on the "Coming Soon" section of the Steam store since the start of summer... so kind of at the meh state now.
Title: Re: Dungeon Defenders Post by: Hawkbit on August 24, 2011, 10:57:12 AM Really feels like either mismanagement or simply a series of missed opportunities.
Title: Re: Dungeon Defenders Post by: NiX on August 24, 2011, 03:54:02 PM Kinda friendly of them to take pre-orders and then pull all of this shit eh? Why do people pre-order shit on the internet, anyway? The place I get games from is always pushing pre-orders. 99% of which come with no extras but full price that will drop within a month of the game(s) coming out. Steam too, for that matter, though they often tend to throw in a copy of some game you've already got or aren't interested in with theirs. I mean, I can see it if it comes with something, but most things don't. For me it's the deal I tend to get (Greenmangaming) and that I know I'll buy it regardless, so I might as well pre-order it now and then I don't have to worry about budgeting for it when it comes out. Title: Re: Dungeon Defenders Post by: Paelos on August 24, 2011, 06:18:51 PM The fuck is taking them so long? XBOX wouldn't let them release unless they did it on all platforms at the same time. So Microsoft held them up going through their live something or other. Personally, most of the fans wanted them to just release on Steam and tell MS to go fuck themselves, but they just waited and waited and waited. I'm still going to buy it. Title: Re: Dungeon Defenders Post by: Vaiti on August 24, 2011, 06:30:15 PM Ahh, well that explains it. Well hopefully they manage at least a 2011 release. Christmas would be nice.
Title: Re: Dungeon Defenders Post by: Paelos on October 06, 2011, 11:00:04 AM Launch is in 13 days, fuckers!
GET READY TO RUMBLE! Title: Re: Dungeon Defenders Post by: NiX on October 06, 2011, 11:08:11 AM Launch is in 13 days, fuckers! You must be bored to still be excited for this. The wait has killed this game.GET READY TO RUMBLE! Title: Re: Dungeon Defenders Post by: Paelos on October 06, 2011, 11:23:00 AM I am bored. Minecraft made me mad due to the wait. WoW sucks. I need something!
Title: Re: Dungeon Defenders Post by: NiX on October 06, 2011, 11:51:08 AM I am bored. Minecraft made me mad due to the wait. WoW sucks. I need something! (http://dl.dropbox.com/u/41161/Images/F13/tumblr_lr3ghqRFy21qlhnc2o1_400.jpg)Title: Re: Dungeon Defenders Post by: pxib on October 06, 2011, 12:30:32 PM Just think... if it had come out when originally announced we'd have been bored of it by last Christmas.
Title: Re: Dungeon Defenders Post by: NiX on October 06, 2011, 12:39:36 PM Just think... if it had come out when originally announced we'd have been bored of it by last Christmas. At least someone other than Paelos would have bought it for that to be the case. :why_so_serious:Title: Re: Dungeon Defenders Post by: Paelos on October 06, 2011, 12:48:30 PM I'm still gonna buy it! :awesome_for_real:
Title: Re: Dungeon Defenders Post by: Rasix on October 06, 2011, 01:13:38 PM Atlanta's collapse has unhinged you.
Title: Re: Dungeon Defenders Post by: Paelos on October 06, 2011, 02:17:29 PM Title: Re: Dungeon Defenders Post by: Sky on October 06, 2011, 08:11:13 PM That game makes me long for drab color palettes. :ye_gods:
Title: Re: Dungeon Defenders Post by: Jherad on October 06, 2011, 08:23:11 PM I really wanted to buy this game. Last year. Now, not so much. :oh_i_see:
Title: Re: Dungeon Defenders Post by: Paelos on October 07, 2011, 07:50:27 AM Don't lose faith just yet. I plan on doing a BiiF on it when it gets released.
If it sucks, I will punch walls. Title: Re: Dungeon Defenders Post by: Rendakor on October 07, 2011, 09:58:38 AM I remember really wanting to play this. I still kind of do, although I barely remember what it was at this point.
Title: Re: Dungeon Defenders Post by: NiX on October 07, 2011, 12:28:58 PM I remember really wanting to play this. I still kind of do, although I barely remember what it was at this point. Yeah, I'm not sure why they went with Microsoft's demands, if it's true, because I think it only hurt them.Title: Re: Dungeon Defenders Post by: Sir T on October 07, 2011, 12:39:28 PM Microsofts demands on a developer hurting a game? Say it ain't so.
Mark me down as another who would have bought this a year ago. Title: Re: Dungeon Defenders Post by: Draegan on October 07, 2011, 01:18:57 PM I'll still buy it if I see it on steam for less that $10. Oh well.
Title: Re: Dungeon Defenders Post by: Azazel on October 07, 2011, 11:09:54 PM Still no demo, it appears...
Title: Re: Dungeon Defenders Post by: Kageru on October 09, 2011, 08:30:57 PM Thought about buying it but "Orcs must die" seems sort of similar and much more restrained in terms of art. Watching the promo made me somewhat queasy. I fully support them getting owned by microsoft though, always good to see. Title: Re: Dungeon Defenders Post by: Setanta on October 10, 2011, 12:45:34 AM I hear Xbox and get nervous. This game isn't going to be using that shitty GFWL is it?
Title: Re: Dungeon Defenders Post by: Paelos on October 10, 2011, 05:52:03 AM I hear Xbox and get nervous. This game isn't going to be using that shitty GFWL is it? It does not. It's got some Steam exclusive stuff with a tie-in to TF2 models, and it's currently 10% off on preorder at $13.49 Title: Dungeon Defenders Post by: Dren on October 14, 2011, 09:31:31 AM In a bout of weakness a few nights ago, I preordered. Am I alone?
Title: Re: Dungeon Defenders Post by: Typhon on October 14, 2011, 09:33:41 AM Not alone!
Title: Re: Dungeon Defenders Post by: Vaiti on October 14, 2011, 09:47:51 AM Yes. (http://forums.f13.net/index.php?topic=19964.0)
Title: Re: Dungeon Defenders Post by: Paelos on October 14, 2011, 11:39:42 AM I am excited about my preorder!
Title: Re: Dungeon Defenders Post by: Trippy on October 14, 2011, 12:05:54 PM I didn't realize they added the portal gun to the game -- preordered.
Title: Re: Dungeon Defenders Post by: Dren on October 14, 2011, 01:33:21 PM Yes. (http://forums.f13.net/index.php?topic=19964.0) I knew somebody would do that to me. But HEY, this is preorder through Steam. And we didn't have enough live threads here so.... Title: Re: Dungeon Defenders Post by: Vaiti on October 15, 2011, 06:25:18 AM No hard feelings. I know why you posted it here. I just saw an opportunity and took it. Always good to have links to related posts. :grin:
Title: Re: Dungeon Defenders Post by: Rendakor on October 15, 2011, 08:45:06 AM Preordered this now; it better come out this time!!
Title: Re: Dungeon Defenders Post by: Vaiti on October 15, 2011, 10:25:41 AM Phone version has been out awhile, it sucks. But the PC version still looks good. I went ahead and preordered. Being made aware of the portal gun was the deciding factor. I'm easy.
Title: Re: Dungeon Defenders Post by: Rendakor on October 18, 2011, 10:41:23 PM Quote Available: October 19th, 2011 I thought 10/19/11 meant at fucking midnight. :heartbreak:This game will unlock in approximately 12 hours Title: Re: Dungeon Defenders Post by: Paelos on October 19, 2011, 06:18:03 AM Quote Available: October 19th, 2011 I thought 10/19/11 meant at fucking midnight. :heartbreak:This game will unlock in approximately 12 hours Yeah I'm going to play it when I get home, and I have it for the weekend! Title: Re: Dungeon Defenders Post by: Rendakor on October 19, 2011, 06:19:00 AM Guess it unlocked early or Steam is bad at math, downloading now.
Title: Re: Dungeon Defenders Post by: Dren on October 19, 2011, 09:48:18 AM Yay yay, today's the day, yay.
Now to finish the work day and get to the fun tonight. Please be good damn it. Title: Re: Dungeon Defenders Post by: Trippy on October 19, 2011, 10:52:33 AM I can't see what I'm shooting at :oh_i_see: And was it really that hard to let you edit the controls in game?
Edit: there's a reason why other 3rd person shooters have your character off center (some games take it too far but that's a different issue) -- so you can see the shit you are shooting at Title: Re: Dungeon Defenders Post by: Rendakor on October 19, 2011, 10:55:14 AM Just played it for a few hours, it's good fun so far. I've tried the Monk and the Huntress so far; the Monk seems stronger once you get him to level 3 and unlock his actual damage dealing aura. One tip: the chests with the 4 mana crystals and random loot respawn between each wave, so make sure to open them every time. My only complaint so far is the Xboxish controls: can't invert mouse look, can't seem to change where icons go on your hotbar, have to exit game completely to change controls, etc.
For anyone who preordered and can't find your stuff, go into the tavern and walk into the two chained up boxes; one has the portal gun and the other has the pets. Unfortunately, they all have pretty steep level requirements (25-30) so I haven't tried them out yet. Title: Re: Dungeon Defenders Post by: Sand on October 19, 2011, 11:00:13 AM This game looks like it might induce seizures its so flashy. Not my style I dont think.
Title: Re: Dungeon Defenders Post by: Ginaz on October 19, 2011, 11:13:02 AM I'm having some issues with the sound. The opening titles and such have sound but when the game itself doesn't. If I use my headphones I get sound but I just want to use my speakers. Anyone know how to fix this? Thanks.
Edit: I got it working had to change the settings in the control panel from 5.1 to stereo. Title: Re: Dungeon Defenders Post by: Trippy on October 19, 2011, 11:13:11 AM My only complaint so far is the Xboxish controls: can't invert mouse look, can't seem to change where icons go on your hotbar, have to exit game completely to change controls, etc. The out of game control config has settings for switching/inverting stick axes. Do those work for the mouse?Title: Re: Dungeon Defenders Post by: NiX on October 19, 2011, 11:52:33 AM My only complaint so far is the Xboxish controls: can't invert mouse look, can't seem to change where icons go on your hotbar, have to exit game completely to change controls, etc. The out of game control config has settings for switching/inverting stick axes. Do those work for the mouse?I'm sorry, they had how long to polish this game for PC? Title: Re: Dungeon Defenders Post by: Nonentity on October 19, 2011, 03:39:34 PM They just patched it.
Update Notes: - Fixed "no sounds" bug with 7.1 speaker setup - Added Invert mouse to in-game options - "Disable sound" option in Configuration tool now works - Less online disconnections, made timeouts more forgiving Title: Re: Dungeon Defenders Post by: Hayduke on October 19, 2011, 08:10:43 PM PSN version seems to work pretty well though I've only done splitscreen multi so far. I'm not sure about the game balance though. Either squires are disgustingly overpowered or huntresses are terrible. Or we're doing something very wrong.
Title: Re: Dungeon Defenders Post by: Rendakor on October 19, 2011, 08:28:24 PM As a huntress I was doing much better than my girlfriend's apprentice; so much that I outleveled her by 3 or 4 (she was 6ish I'm 10). I really wish it would share XP between everyone in multiplayer.
Title: Re: Dungeon Defenders Post by: kildorn on October 19, 2011, 09:16:02 PM Hm, I thought it did share, but the multipliers are for personal performance? I'll have to look.
One hilarious fuckup: If you preordered, your preorder items are on the ground in your tavern, in a breakable crate. Any dumbfuck can break this crate and loot them if you host an online game. And it's only good for one looting. Title: Re: Dungeon Defenders Post by: Musashi on October 19, 2011, 10:04:45 PM Finished downloading. Did initial jimmying around in first level offline. Only real complaint is to echo Trippy. You can't see past your goddamn dude to shoot. Offset the camera nao pls. Other than that I'm in loot-whoring catharsis mode +1.
There don't appear to be any heinous consolitis concerns as yet. And I am very sensitive to these issues. Only thing I was sort of frustrated with was selling back my shit. The interface for the merchant is kind of shit. But it seemed like it would be just as shit on your xbox. Not sure what 'locking' an item does. But if you lock everything you want, you can (more) quickly vendor crap. That's as opposed to clicking and confirming every sale which gracefully allowed me about 3 seconds before blisters boiled up on my eyeballs. I assume that's what locking is for. But for some reason some of the items I picked up were pre-locked in my inventory without me having locked them. Annoying. Maybe a bug. Donno. There seems to bee a fair bit more to the gameplay mechanics in this thing than I expected after the tech demo. And that's a good thing. Now off to multiplayer. Title: Re: Dungeon Defenders Post by: Trippy on October 20, 2011, 01:59:23 AM The co-op design decisions are just :headscratch: :facepalm:
Title: Re: Dungeon Defenders Post by: Paelos on October 20, 2011, 06:04:22 AM The main complaint from the reviews is the menus. I'm going to test it this weekend.
Title: Re: Dungeon Defenders Post by: kildorn on October 20, 2011, 06:58:53 AM Finished downloading. Did initial jimmying around in first level offline. Only real complaint is to echo Trippy. You can't see past your goddamn dude to shoot. Offset the camera nao pls. Other than that I'm in loot-whoring catharsis mode +1. There don't appear to be any heinous consolitis concerns as yet. And I am very sensitive too these issues. Only thing I was sort of frustrated with was selling back my shit. The interface for the merchant is kind of shit. But it seemed like it would be just as shit on your xbox. Not sure what 'locking' an item does. But if you lock everything you want, you can (more) quickly vendor crap. That's as opposed to clicking and confirming every sale which gracefully allowed me about 3 seconds before blisters boiled up on my eyeballs. I assume that's what locking is for. But for some reason some of the items I picked up were pre-locked in my inventory without me having locked them. Annoying. Maybe a bug. Donno. There seems to bee a fair bit more to the gameplay mechanics in this thing than I expected after the tech demo. And that's a good thing. Now off to multiplayer. Selling (and buying): Locking an item prevents it's sale. This lets you flip through, find upgrades and lock them, then hit Sell All. Alternatively, if playing with Non-Dicks(friends): if something's worthless, let it sit on the ground, and the game will auto sell it and distribute the mana to everyone in the match. Same with defenses left standing at the end: they're auto sold and the mana is distributed. This is to avoid the old issue of having to manually pick up every gem and put it in your foundry. Buying locked items: if you see something you really like in the vendor, you can lock it, and it's slot will NOT be re-randomized when you exit the tavern and come back in. But yeah, in general the inventory screen is a bit of a wreck (why is "equip this" instead called "give to hero"?) Title: Re: Dungeon Defenders Post by: Rendakor on October 20, 2011, 07:10:04 AM I didn't know the game auto-vendored all loot left laying on the ground; does that happen at the end of a match? The reason some items seem auto locked (I think) is that you had them equipped at one point; when you upgrade a piece of gear, the piece you took off is still locked in your inventory.
Title: Re: Dungeon Defenders Post by: Hawkbit on October 20, 2011, 07:21:59 AM I put more time into the PS3 demo last night than I did the PC purchased version. It seems to be more fun from the couch, on first appearance. I'll put some PC time in tonight and decide.
Title: Re: Dungeon Defenders Post by: Dren on October 20, 2011, 08:43:11 AM Only played solo so far. I'm having fun with it. Yes, the controls are a bit wonky at first but I got over it quickly. I should have some fun with it. I'm going to see if my sons think they would like it or not before buying another license for the other computer to play coop.
Title: Re: Dungeon Defenders Post by: Hawkbit on October 20, 2011, 05:49:12 PM Regretting buying this on PC instead of PS3. The trial on PS3 supports two players, so my kid and I have been playing a bit. The co-op really makes it shine. I might have to throw another $15 at it to play on PS3. Hmmm. I wish licences were cross-platform.
Title: Re: Dungeon Defenders Post by: Soulflame on October 20, 2011, 10:38:41 PM My PC was only able to run this for about 15 or so minutes before my monitor went black. I assume the game was overheating my video card. Once I turned down the resolution and graphics quality, it became playable. Not entirely happy about that, but it is what it is.
So far the game is reasonably fun, although the final wave in the second dungeon absolutely stomped me. Well, that one mob did, at any rate. I guess it's a-grinding I shall go? Title: Re: Dungeon Defenders Post by: Rendakor on October 20, 2011, 11:57:47 PM That'd be the Ogre I'm guessing? What class are you playing? I might be able to give some tips.
Title: Re: Dungeon Defenders Post by: Trippy on October 21, 2011, 12:03:27 AM How do you advance the campaign in Online play? I've completed Wave 2 (2nd map) but if I go back to the Tavern and then try and create a new game it only lets me start on the first map.
Edit: this is in private online TrendyNet games Edit: I'm having the same problem as this person: http://forums.trendyent.com/showthread.php?5549-Campaign-Problem Title: Re: Dungeon Defenders Post by: kildorn on October 21, 2011, 08:30:04 AM Huh. I did deeper well solo in a private match, but every other map I've done has been via quickmatch, but if I start up a private match I have all the maps available.
Title: Re: Dungeon Defenders Post by: Soulflame on October 21, 2011, 08:38:27 AM That'd be the Ogre I'm guessing? What class are you playing? I might be able to give some tips. It was the Ogre. Stupid thing tore through my defenses in no time, and I could barely scratch it with a full charge attack. I'm playing as an apprentice, and I'm putting all of my points into towers so far. Feel free to tell me I screwed up and need to start over and apportion points correctly this time. :awesome_for_real: Title: Re: Dungeon Defenders Post by: Sand on October 21, 2011, 08:40:16 AM Okay Im downloading the demo. I want in on the multiplayer fun!
Now if only people would add me as a friend in Steam. Hint hint. (Sand1972) Title: Re: Dungeon Defenders Post by: Hayduke on October 21, 2011, 09:59:12 AM You can kite the ogres away from your structures if you're ranged. If you're a squire you can just tank them and block most of their damage. Tower nests do work, but you've got to continually repair your structures (and might need to sell off structures in other lanes to do so). Note that the ogre does area effect damage on swings. So if your damage structures are too close to the walls, they'll get hit too.
Keep trying though. I found there were many levels I had to repeat a couple times to get through. You can alternatively farm up a bit on Deeper Wells to get a level advantage. In Deeper Wells set up a tower nest on each of the stairs leading up to your crystal. On the first wave you can use your weapon to help clear mobs. After that you have to rely solely on your structures. If you do it right you get the master strategist award and that grants extra exp and mana. Do it on medium till you can do it on hard. Do it on hard, till you can do it on insane. After that you should be pretty tough. Title: Re: Dungeon Defenders Post by: Trippy on October 21, 2011, 10:19:20 AM Oh joy all my ranked online characters are gone now. If my preorder items are lost I'm going to shoot somebody :oh_i_see:
Title: Re: Dungeon Defenders Post by: kildorn on October 21, 2011, 10:33:16 AM That'd be the Ogre I'm guessing? What class are you playing? I might be able to give some tips. It was the Ogre. Stupid thing tore through my defenses in no time, and I could barely scratch it with a full charge attack. I'm playing as an apprentice, and I'm putting all of my points into towers so far. Feel free to tell me I screwed up and need to start over and apportion points correctly this time. :awesome_for_real: Ogres are supposed to be the mean defense crushing bruiser. For squires: slice n dice will eat them alive with some repairs/support. For squires, you can usually stack some fireballs or deathstrikes behind barriers and just spam repair the barriers. They AE on melee, so they punish you for squeezing your defenses directly behind your barriers and will hit your towers as well. Hunter's etheral spike traps apparently also nearly 1 shot them D: Title: Re: Dungeon Defenders Post by: Rendakor on October 21, 2011, 12:56:52 PM Keeping a decent space between your wall and your fireball towers is key; I usually have a MM tower right up on the wall to take out archers, but everything else should be a safe distance back. Use Overcharge to quickly repair the walls if he starts breaking them.
Title: Re: Dungeon Defenders Post by: kildorn on October 22, 2011, 09:16:26 AM Hah, I just noticed my monk has the high score on survival/armory from me powerleveling him. Which is terribly inaccurate, since 90% of the defenses I'm using are my squire.
Title: Re: Dungeon Defenders Post by: Rendakor on October 22, 2011, 10:22:47 AM Hah, I just noticed my monk has the high score on survival/armory from me powerleveling him. Which is terribly inaccurate, since 90% of the defenses I'm using are my squire. Glad to see I'm not the only one doing that, although I'm powerleveling my Huntress (really, I'm looking for a multishot weapon that doesn't do fire damage like all of her traps). Title: Re: Dungeon Defenders Post by: kildorn on October 22, 2011, 10:29:45 AM If you run survival/hard, the later waves drop really nice gear. I'm still finding mid 30s upgrades in the castle armory around wave 10ish. Not sure if huntresses can do what I do though (I have bouncers and harpoons clearing the lanes, and litter lightning fields everywhere else. I die when the waves get long enough to expire all my lightning fields)
Title: Re: Dungeon Defenders Post by: Rendakor on October 22, 2011, 10:36:15 AM Same strategy but with inferno traps instead of Lightning Fields; the catch is that the only MS weapon I've found is one of those dragon things and any fire immune mob just fucks me.
Title: Re: Dungeon Defenders Post by: Musashi on October 22, 2011, 06:35:44 PM Noticed that they implemented offset camera angles for the ranged classes. Makes shooting stuff way, way better. I wonder if they have a lurker here.
Seems like a weapon swap button a la diablo would be a really sweet deal. Immune mobs are a real pain. Title: Re: Dungeon Defenders Post by: Hayduke on October 22, 2011, 09:02:06 PM If you run survival/hard, the later waves drop really nice gear. I'm still finding mid 30s upgrades in the castle armory around wave 10ish. Not sure if huntresses can do what I do though (I have bouncers and harpoons clearing the lanes, and litter lightning fields everywhere else. I die when the waves get long enough to expire all my lightning fields) Survival mode also gives item rewards when you get to a certain wave I believe. Me and my partner both got a pet called "Forged" for doing Foundries and Forge on hard. We got to wave 15 but I think we got the pets in an earlier wave. Our strategy was I used a squire to place bouncers at chokepoints. Then I switched to apprentice for dps towers. My partner played huntress and used infernos. Title: Re: Dungeon Defenders Post by: kildorn on October 23, 2011, 12:16:49 PM If you run survival/hard, the later waves drop really nice gear. I'm still finding mid 30s upgrades in the castle armory around wave 10ish. Not sure if huntresses can do what I do though (I have bouncers and harpoons clearing the lanes, and litter lightning fields everywhere else. I die when the waves get long enough to expire all my lightning fields) Survival mode also gives item rewards when you get to a certain wave I believe. Me and my partner both got a pet called "Forged" for doing Foundries and Forge on hard. We got to wave 15 but I think we got the pets in an earlier wave. Our strategy was I used a squire to place bouncers at chokepoints. Then I switched to apprentice for dps towers. My partner played huntress and used infernos. 15 on hard is an achievement, I think the pet is for that. And I just lost my trendynet connection halfway through wave 14 :( Dear lord those waves take forever at the end. I started folding laundry and cleaning the kitchen and just coming back to refresh my auras. :( Title: Re: Dungeon Defenders Post by: Vaiti on October 24, 2011, 02:06:21 AM Loving the game, but alot of small things that just make me all :uhrr:
Particle effects from the Monk Aura's are implemented poorly and cause massive FPS issues. I can't look at a Monk's aura's without stuttering. I typically stay away from where they are placed as a result. UI. Oh god the UI. You would think they could get that polished up from the amount of delays they had. Really hope that gets a fix. I am getting used to it however. Connection issues and the overall way they have one person hosting the entire game so if that guy drops you all drop is total and utter :uhrr: :uhrr: :uhrr: They need to rethink that alot. They won't. Game is alot of fun tho, wasted alot of time on it already, liking the upgrade system with items. Not bad for 10$. I'd be willing to pay more if it meant the above would have been fixed tho. Title: Re: Dungeon Defenders Post by: Paelos on October 24, 2011, 06:09:47 AM I've been playing for a couple of hours as a squire. The menus don't bother me as much as the running everywhere to set up towers in the build phase.
Title: Re: Dungeon Defenders Post by: Mrbloodworth on October 24, 2011, 06:56:34 AM Played the demo. A few things stuck out to me:
Its really slow, at first. Movement speed is like underwater. The store UI makes me want to shoot myself. Really, who thought this was a good idea? The highlight is a slightly smaller icon? REALLY? Tool tips cover hit zones for other items, thats fun too. The Graphical settings leave a lot to be desired. To few options, slightly confusing. Using two monitors my mouse would constantly click outside the game window, causing it to minimize. I think the only thing that shows visibly on my toon is the current weapon. This causes sadness. I could not find an option to lock my game from randoms ( This could be a demo feature though ) The terms used in the multiplayer settings are unnecessarily "different". The ability for other users to remove your towers, and also the free for all loot grab system can really annoy. Steam "Join game" features just there to annoy you. Meaning, it does not work. Other than that the game is fun. Title: Re: Dungeon Defenders Post by: tazelbain on October 24, 2011, 08:01:58 AM I am going to fence sit until they get things sorted out. Another bluntant cash grab (xbox) that hurts the game.
Title: Re: Dungeon Defenders Post by: Rendakor on October 24, 2011, 09:38:38 AM Played the demo. A few things stuck out to me: To address some of your points without SirBrucing:Its really slow, at first. Movement speed is like underwater. The store UI makes me want to shoot myself. Really, who thought this was a good idea? The highlight is a slightly smaller icon? REALLY? Tool tips cover hit zones for other items, thats fun too. The Graphical settings leave a lot to be desired. To few options, slightly confusing. Using two monitors my mouse would constantly click outside the game window, causing it to minimize. I think the only thing that shows visibly on my toon is the current weapon. This causes sadness. I could not find an option to lock my game from randoms ( This could be a demo feature though ) The terms used in the multiplayer settings are unnecessarily "different". The ability for other users to remove your towers, and also the free for all loot grab system can really annoy. Steam "Join game" features just there to annoy you. Meaning, it does not work. Other than that the game is fun.
Title: Re: Dungeon Defenders Post by: Hawkbit on October 24, 2011, 10:41:20 AM It has things that could be better, but I've bought it twice and feel it was worth it. I wouldn't buy it to play solo, that would get boring to me. But playing co-op with my kid is a lot of fun.
Title: Re: Dungeon Defenders Post by: Paelos on October 24, 2011, 10:58:29 AM I don't find the inventory system offensive at all. You pick it up, unlock anything that's a red thumbs down you don't want, and sell all.
I will say that it's hard to solo as a squire because your towers are not really great for ranged attacks early on. Title: Re: Dungeon Defenders Post by: Mrbloodworth on October 24, 2011, 10:58:50 AM Played the demo. A few things stuck out to me: To address some of your points without SirBrucing:Its really slow, at first. Movement speed is like underwater. The store UI makes me want to shoot myself. Really, who thought this was a good idea? The highlight is a slightly smaller icon? REALLY? Tool tips cover hit zones for other items, thats fun too. The Graphical settings leave a lot to be desired. To few options, slightly confusing. Using two monitors my mouse would constantly click outside the game window, causing it to minimize. I think the only thing that shows visibly on my toon is the current weapon. This causes sadness. I could not find an option to lock my game from randoms ( This could be a demo feature though ) The terms used in the multiplayer settings are unnecessarily "different". The ability for other users to remove your towers, and also the free for all loot grab system can really annoy. Steam "Join game" features just there to annoy you. Meaning, it does not work. Other than that the game is fun.
As to speed, thats why I said at first. As far as private games, with invite friend not working, only option is a public game. The demo does not seem to match the live version if it works in the paid version. Shop UI has to be the worst feature. Especially the tool tips overlaying other items in the menu. Title: Re: Dungeon Defenders Post by: Ard on October 24, 2011, 11:01:33 AM Am I missing something, or are the PC keyboard controls appallingly bad? I ended up shutting down the tutorial after the first two tutorial waves because of how bad the camera controls were. I could plug in a controller, and I know that'll work better, but wtf.
Title: Re: Dungeon Defenders Post by: Trippy on October 24, 2011, 11:35:17 AM
Title: Re: Dungeon Defenders Post by: Paelos on October 24, 2011, 11:35:31 AM What specifically about the controls on the PC?
I just ran around pointing and clicking at stuff. Title: Re: Dungeon Defenders Post by: Ard on October 24, 2011, 11:50:39 AM Mostly moving the camera. Seemed like it was bound to ctrl, which is pretty weird for something that's been more or less a solved problem in PC games for years now.
Title: Re: Dungeon Defenders Post by: kildorn on October 24, 2011, 11:56:41 AM Mostly moving the camera. Seemed like it was bound to ctrl, which is pretty weird for something that's been more or less a solved problem in PC games for years now. Are you trying to play it in some top down mode? I just WASD it up and it plays like any other shooter. Number keys have my skills/towers, clicky to place. Mouse movement on the camera was pretty much identical to any other third person game. Title: Re: Dungeon Defenders Post by: Rendakor on October 24, 2011, 11:58:58 AM If you bring up the map (Shift by default on PC) Items that the game thinks are upgrades for you will be green dots. Other items will be grey dots. Didn't know that, thanks. You can see the "upgrades" just by looking around too; even through walls you'll see a pair of green arrows pointing at them.Title: Re: Dungeon Defenders Post by: Paelos on October 24, 2011, 12:38:54 PM Mostly moving the camera. Seemed like it was bound to ctrl, which is pretty weird for something that's been more or less a solved problem in PC games for years now. Are you trying to play it in some top down mode? I just WASD it up and it plays like any other shooter. Number keys have my skills/towers, clicky to place. Mouse movement on the camera was pretty much identical to any other third person game. Yeah it was the same for me. I'm not sure what is going on? Title: Re: Dungeon Defenders Post by: Lantyssa on October 24, 2011, 04:35:08 PM Yeah, play it like a shooter. I didn't stay in overhead mode for longer than five seconds.
Title: Re: Dungeon Defenders Post by: Ard on October 24, 2011, 05:10:43 PM Yeah it was the same for me. I'm not sure what is going on? Yeah, trust me, I don't know what's going on either. It felt exceptionally wrong to me when I was playing, especially after playing Orcs Must Die which felt right. Something just felt very very wrong to me about the controls, and I couldn't figure out what. I'll give it another try tonight and see if I can figure out what was going on. Title: Re: Dungeon Defenders Post by: Lantyssa on October 24, 2011, 05:15:41 PM On a slightly different note, I've read the game is moddable. If anyone finds one that gives the huntress model to the other classes, let me know. My "I only want to play girls" peeve is keeping me from really trying the others.
Title: Re: Dungeon Defenders Post by: kildorn on October 24, 2011, 05:45:22 PM Just pretend the monk is sinead o'connor.
On a more serious note, I'm having issues soloing to 15 on pure strat or survival for pets :( Title: Re: Dungeon Defenders Post by: Musashi on October 24, 2011, 05:51:34 PM Yea. The squire is clearly a chick under the armor. Also the apprentice. Just like the TF2 pyro is a girl.
Title: Re: Dungeon Defenders Post by: Segoris on October 25, 2011, 07:52:35 AM Mostly moving the camera. Seemed like it was bound to ctrl, which is pretty weird for something that's been more or less a solved problem in PC games for years now. I found that annoying until I re-bound my camera control to right mouse button and the alternate weapon use to a mouse thumb button as well as activating auto camera movement in options. The camera felt a whole lot less shitty in top-down view at that point as either moving the mouse to the edge of the screen or holding RMB and moving the mouse made it a lot smoother. I don't know why the camera didn't auto rotate when I hit for the camera to be automatic, but moving the mouse to the edge of the screen + RMB was good enough for me to not care anymore. Title: Re: Dungeon Defenders Post by: Hayduke on October 25, 2011, 08:16:05 AM Just pretend the monk is sinead o'connor. On a more serious note, I'm having issues soloing to 15 on pure strat or survival for pets :( What's your set up? I've found having proximity mines help a lot. Towers just don't kill stuff fast enough. You might need to farm levels or gear before tackling them solo though. Title: Re: Dungeon Defenders Post by: kildorn on October 25, 2011, 10:16:15 AM Just pretend the monk is sinead o'connor. On a more serious note, I'm having issues soloing to 15 on pure strat or survival for pets :( What's your set up? I've found having proximity mines help a lot. Towers just don't kill stuff fast enough. You might need to farm levels or gear before tackling them solo though. Typically a base squire bottleneck at the main chokes, then proxy mines and lightning auras at the farther out chokes and just beyond the defensive line to stop sappers. My main issue is that when Necros show up, any of them getting past the proxy mines and auras = dead core. Just because I tend to get a wave of 4-5 of them in a pack chain healing each other. That and on pure strategy, your auras and traps run out before the wave is over, even with max tower health. My last laugh pure strat attempt had 8 far chokes with lightning auras, 6 near chokes with proxy mines, and bouncer/harpoon final lines. Still died to the eventual 9,000hp necromancer zerg. Title: Re: Dungeon Defenders Post by: Hayduke on October 25, 2011, 11:53:56 AM Oh thought you were talking more about survival. I gave up on pure strategy once I learned you couldn't even repair your stuff. Seems like traps and auras would be utterly useless in that game mode on later waves.
Title: Re: Dungeon Defenders Post by: kildorn on October 25, 2011, 12:10:18 PM There's a way to cheese that rule, but it's a little tedious.
You sell all your traps and auras every round, since you have so much mana and they cost nothing. Deploy them as level 1 and start the wave, then run around and upgrade them slowly during the wave. Every upgrade heals them to full, and you can upgrade mid-wave. But in general, pure strategy mode has issues with trap and aura mechanics. An aura without upgrade cheesing will last about 600-700 monsters at 110 health rating. And the waves get into the 8-9k range. Title: Re: Dungeon Defenders Post by: Paelos on October 26, 2011, 01:26:01 PM I managed to solo up two more maps because I finally realized where to put bumper barricades on my squire. Go figure!
There are some odd things on these maps with placement. The most obvious one is the pathing of the mobs isn't really consistent that I've seen. Sometimes I'll turn around and there will be a lone archer just standing there plunking my stone. Title: Re: Dungeon Defenders Post by: Xanthippe on November 06, 2011, 06:37:06 PM Well, this is a fun little game. I played a monk up to level 14 in multiplayer. Not thrilled with a monk, but figured I'd start with my least favorite class (after playing them all to level 5 or so singleplayer).
It's way more fun with other people, even randoms. Title: Re: Dungeon Defenders Post by: Soulflame on November 06, 2011, 10:13:17 PM The key to monk is realizing you need a physical or fire solution to mobs that are immune to electric, and that slow aura + electric aura is what people love about monks.
Title: Re: Dungeon Defenders Post by: Typhon on November 07, 2011, 11:28:04 AM Monk is my favorite. When you get the aggro aura, lay down electric, slow and aggro at the spawn points where the most mobs spawn - this will thin them out nicely.
I haven't found a use for the heal aura yet. Title: Re: Dungeon Defenders Post by: Hayduke on November 07, 2011, 04:17:20 PM With elec + ensnare aura plus magic missile towers behind them you don't even need barricades.
Title: Re: Dungeon Defenders Post by: Paelos on November 08, 2011, 08:56:27 AM I like the squire a lot. I've just hit level 25 and I'm on the Royal Gardens map after defeating the second boss. The game is certainly hard, but I've found that almost all your problems can be solved by better strategy rather than simple brute force.
Except on bosses, you just have to whack the shit out of them quickly and hope for the best. Title: Re: Dungeon Defenders Post by: kildorn on November 08, 2011, 10:08:58 AM Monk is my favorite. When you get the aggro aura, lay down electric, slow and aggro at the spawn points where the most mobs spawn - this will thin them out nicely. I haven't found a use for the heal aura yet. Heal aura is for hard/insane bosses. You can actually just stand there with the boss and swing if you like. Otherwise, meh. The idea is it takes hundreds of mana to heal, but I find you are swimming in mana at higher levels. Title: Re: Dungeon Defenders Post by: Xanthippe on November 08, 2011, 01:49:07 PM I have 0 friends on Steam. If anyone wants to play, I'm Xanthippe0.
I just made a second apprentice. Trying an experiment. This one is going to put all points in towers. This is such a fun little game. Lootastic! Title: Re: Dungeon Defenders Post by: Typhon on November 09, 2011, 05:02:11 AM My apprentice is (nearly) all points in towers - he's a beast.
Tried a different experiment - all hero skills on the huntress. Not working so well. Title: Re: Dungeon Defenders Post by: Paelos on November 09, 2011, 07:15:44 AM I've found that pumping points into towers with some points in casting speed for quick repairs makes a beastly solo experience.
Plus my gear on my squire has a chainsaw sword! Title: Re: Dungeon Defenders Post by: Xanthippe on November 09, 2011, 07:51:14 AM I read today that hero damage points on monk is a complete waste.
So what should I put points in? I don't want to have to start over again on him. Title: Re: Dungeon Defenders Post by: JRave on November 09, 2011, 07:57:19 AM You can respec your character's points. However it requires a lot of mana to do so. It is under the Services tab on the Bartender/Shopkeeper.
Title: Re: Dungeon Defenders Post by: Paelos on November 09, 2011, 08:02:09 AM I'd invest in hero speed, personally. The ability to get quickly from point to point, especially if you are focusing on towers damage, is a great thing in the later stages of the game.
Title: Re: Dungeon Defenders Post by: Musashi on November 09, 2011, 12:16:43 PM My apprentice is (nearly) all points in towers - he's a beast. Tried a different experiment - all hero skills on the huntress. Not working so well. Especially since the proximity bomb trap is so op it's not even funny. It's usually the first thing the monsters hit, since you're expected to put them in front of defenses. So you essentially are farming all the kills. Combine that with the fact that you can turn invisible and repair them without being targeted, and it's just silly. Except for those stupid player targeting elves that see invis. Cocksuckers. :( Title: Re: Dungeon Defenders Post by: Ghambit on November 10, 2011, 07:21:25 AM I was cruising along fine in this game until these blue flying ninja fucks showed up. :oh_i_see:
Title: Re: Dungeon Defenders Post by: Xanthippe on November 12, 2011, 08:53:43 AM It looks like female characters are coming according to the teaser at the bottom of this post:
http://forums.trendyent.com/announcement.php?f=40&a=18 (http://forums.trendyent.com/announcement.php?f=40&a=18) I misread this when I first posted. These are silhouettes of new characters, not female skins for existing characters. Still to come some time in the future. Title: Re: Dungeon Defenders Post by: Xanthippe on November 12, 2011, 02:39:34 PM My tower apprentice is 54 now. I still can't solo the Deeper Well to 15. Best I've gotten is to 13, on Easy mode, using some monk fields (slow and shock) and fire towers. Monk is 24 or something.
Title: Re: Dungeon Defenders Post by: Soulflame on November 12, 2011, 04:26:22 PM Don't start survival on Deeper Well. It's actually one of the hardest. I haven't tried in some time, but I wasn't able to get much further than you're saying, about 13 or so, and that on Easy. I'm considering trying again, now that I can combine exactly what you're using, slow+electric aura and fireball towers. Back those up with Deadly Strikers, and pray.
I'd recommend giving Forge or Alch Labs survival a try. Forge gets you a robot that boots mobs away from you, and Alch gets you a robot which shoots lasers that pierce walls and mobs with great abandon. I've upgraded damage on both types of robots, really I think the one from forge, with a high damage stat, may be the better choice. Especially if you're still in gather mana -> upgrade tower mode. Also, you might consider giving Deeper Well campaign insane a try. It's not actually too bad, and if you do clear it, the shop sells some pretty good equipment. Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 13, 2011, 06:29:35 AM I've been playing this a fair bit lately, and it's fun and all, but I can't really shake the feeling that while it's a fine game, it's not really a very good Tower Defense. Like, the lack of pathing manipulation is obviously the big one. This was basically the foundation of tower defense in WC3, though obviously there were also lots of popular preset-creep-track TDs as well. But those of course had to bring in a lot of tower variety and upgrade paths to keep things interesting. Complexity-wise, Dungeon Defenders feels like an also-ran compared to custom maps designed by a single person back in the WC3 era. Then again I am mostly just soloing my way through the campaign maps, and my dudes are only level 20ish. Survival mode seems more like what I'm after, except that again it doesn't feel like I am coming up with elegant solutions so much as stacking the same optimal tower configuration in the same place. Some of the later maps have a bit more opportunity for creativity, especially once you get like +30 extra range on Apprentice towers (lightning towers are kind of wildly OP though -- pretty much the main challenge on any map is 'what will I do about the lightning immune creeps' because everything else is going to be dead really fast.) Anyways, definitely still enjoying it (the loot is fun at least -- good loot goes a long way!) and hoping that the TD parts get more engaging as I open up more options. Do the maps scale up in difficulty on multiplayer, or is the assumption that you'll just up the difficulty or try harder modes if you have more people? Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 13, 2011, 06:33:47 AM Also, you might consider giving Deeper Well campaign insane a try. It's not actually too bad, and if you do clear it, the shop sells some pretty good equipment. Is shop selection related to what map you just did or something, then? Every time I look in the shop the dude is selling insane overlevel gold shit for like 150k (while I have like 15k saved up, max) -- at least for the weapons. The armour seems to be more affordable. Title: Re: Dungeon Defenders Post by: Xanthippe on November 13, 2011, 06:47:27 AM Do the maps scale up in difficulty on multiplayer, or is the assumption that you'll just up the difficulty or try harder modes if you have more people? There are more mobs (depending on how many people are playing), and harder modes are easier with more people (assuming a basic level of competence). Multiplayer is more fun too, barring the occasional miscreant. Title: Re: Dungeon Defenders Post by: trias_e on November 13, 2011, 09:23:26 AM Can't beat the second level with huntress for the life of me. Makes me feel really stupid that I can't beat the second level on medium ><
Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 13, 2011, 10:37:31 AM Huntress-only seems like it would be fairly difficult, starting out, given that you have no ability to block the creeps. Even a level 1 squire to swap in and put up a few barriers will make your life a lot easier. Title: Re: Dungeon Defenders Post by: Soulflame on November 13, 2011, 03:09:13 PM My impression of "Veteran" for Huntress and "Master" for Monk is more "willing to swap in characters to cover holes in turrets" than any actual skill requirement to play the classes.
That, and the ogre will mess you up if you aren't expecting it regardless. Also, yes, the shop contents seem to change based on what you most recently completed. Title: Re: Dungeon Defenders Post by: Xanthippe on November 13, 2011, 04:42:35 PM Also, you might consider giving Deeper Well campaign insane a try. It's not actually too bad, and if you do clear it, the shop sells some pretty good equipment. Excellent advice, thanks - I soloed the first 3 levels on insane and got from 68 to 70 doing so on apprentice. Monk is now about 35. Going to fool with squire too. I have no idea how to play huntress - pew pew damage with tower health for more traps? Title: Re: Dungeon Defenders Post by: Musashi on November 13, 2011, 06:11:32 PM Get your area of effect and frequency of explosions high enough so that the creeps can't get across your trap before it blows up again. Beware of gargoyles. And basically run around fixing traps. If you're soloing, leave enough defense points to drop a gas trap in ogres' paths.
Title: Re: Dungeon Defenders Post by: Lantyssa on November 15, 2011, 04:19:38 AM It looks like female characters are coming according to the teaser at the bottom of this post: More female types. Yay!Get your area of effect and frequency of explosions high enough so that the creeps can't get across your trap before it blows up again. Beware of gargoyles. And basically run around fixing traps. If you're soloing, leave enough defense points to drop a gas trap in ogres' paths. I put a gas trap on the far side of an inferno trap. Then an explosive beyond those two for anything that survives.Can't beat the second level with huntress for the life of me. Makes me feel really stupid that I can't beat the second level on medium >< Huntress is quite difficult starting out. My life would probably be a lot easier if I swapped things out, but I play Huntress-only.You have to use your traps to slow them down and thin them out enough you can run around and kill them yourself. It's not really possible for a newbie huntress alone. They absolutely need their higher traps to do this. Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 15, 2011, 04:40:57 AM The way loot works in this game is kind of nuts, level-scaling wise. I noticed that I can clear the Royal Gardens on Hard (after playing most of the campaign on Medium) and suddenly everything that drops is a level-unrestricted upgrade. It's a power-leveller's dream. Title: Re: Dungeon Defenders Post by: Xanthippe on November 15, 2011, 11:14:35 AM The way loot works in this game is kind of nuts, level-scaling wise. I noticed that I can clear the Royal Gardens on Hard (after playing most of the campaign on Medium) and suddenly everything that drops is a level-unrestricted upgrade. It's a power-leveller's dream. Are you sure about that? Gear requirements don't show up if you meet them, only if you don't. Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 15, 2011, 04:46:32 PM Oh, hmm, that may be it. :heartbreak: Title: Re: Dungeon Defenders Post by: Der Helm on November 15, 2011, 08:13:36 PM Bought this.
Holy fucking shit, this has to be the worst try at localisation I have EVER seen. Every time there is more than one possible translation, they picked the wrong one. I can't figure out any of the settings and have no idea what to do. This is ... I don't know... I don't have words. Google translates better than this... :awesome_for_real: Title: Re: Dungeon Defenders Post by: Rokal on November 15, 2011, 08:15:24 PM I'm curious what language you're playing it in.
Title: Re: Dungeon Defenders Post by: Der Helm on November 15, 2011, 09:23:38 PM I'm curious what language you're playing it in. I am not so sure. The vocabulary SEEMS German. :uhrr:Title: Re: Dungeon Defenders Post by: Sophismata on November 15, 2011, 10:41:54 PM They just translated with a dictionary for localisation, IIRC. Forums had many people pointing out problems, in many languages.
IIRC, the french translation had them label a button close (nearby), instead of close (OK/exit). One example of many, but it's that kind of error. You'll need to go into the pre-game configuration and change language to english. Title: Re: Dungeon Defenders Post by: Der Helm on November 17, 2011, 04:54:52 AM They just translated with a dictionary for localisation, IIRC. Forums had many people pointing out problems, in many languages. Managed to at least play the game itself in English. Much better. Option menue is still in "German", though.IIRC, the french translation had them label a button close (nearby), instead of close (OK/exit). One example of many, but it's that kind of error. You'll need to go into the pre-game configuration and change language to english. This is fun. :awesome_for_real: Title: Re: Dungeon Defenders Post by: kildorn on November 18, 2011, 10:49:30 AM Latest patch shares XP in coop, by the by. Which fixes one of my HUGE complaints about the community. Basically, game's xp distribution method encouraged supreme dickish behavior.
Title: Re: Dungeon Defenders Post by: Soulflame on November 18, 2011, 12:29:19 PM It also multiplied the number of loots allowed left on the ground by the number of players, so mana farming in coop is possible. The decay of items removes the lowest quality items first. Plus Insane survival and strategy had the timers between waves removed.
I still hold out hope they'll add DU for extra players. The changes to loot are absolutely ridiculous. I made it to wave 14 last night on Insane Survival Alch Labs (went LD right as I was going to start wave 15 :heartbreak:) and I had gone from 1.9 million mana to 4.2 million mana. Plus multiple gear upgrades. Which actually kind of makes me happy, as before mana farming was pretty tedious for a small return, at least in comparison for the mana required to upgrade items. In short, I really really love this game. Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 18, 2011, 12:52:53 PM I just wish there was some way to increase the amount of actual mana crystals that can stay on the ground at one time -- soloing insane or survival levels would be much easier if most of the mana from each wave didn't vanish before I could get around to picking it up. Title: Re: Dungeon Defenders Post by: Sophismata on November 18, 2011, 10:56:42 PM Oh wow. I'd stopped playing, I didn't think they were ever going to share EXP or fix item decay. (They were oddly insistent that heroes should not share exp for some weird reason. Word of God that it would never happen.)
Title: Re: Dungeon Defenders Post by: Der Helm on November 20, 2011, 03:08:48 PM Ok, I seem to be a bit addicted to this game. (well, at least until the SWTOR open beta weekend :grin: )
Who wants to play with my fresh lvl 45 apprentice ? Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 20, 2011, 04:58:05 PM I didn't realize online play required its own set of characters (or do most people play 'open' online or whatever?) Now I gots to level this shiz all over again. Title: Re: Dungeon Defenders Post by: Rendakor on November 20, 2011, 05:25:53 PM I was doing Open because the Ranked (or whatever it's called) wasn't working on launch day. However, you only get achievements on the Ranked games, which kinda sucks.
Title: Re: Dungeon Defenders Post by: Der Helm on November 20, 2011, 05:38:49 PM Hit me up on steam and I can PL you noobs. :why_so_serious:
Title: Re: Dungeon Defenders Post by: schild on November 21, 2011, 08:18:22 AM Ooooh I'll take some powerleveling.
Title: Re: Dungeon Defenders Post by: Rokal on November 21, 2011, 05:50:30 PM I didn't realize online play required its own set of characters (or do most people play 'open' online or whatever?) Now I gots to level this shiz all over again. Once you're familiar with the game, you'll realize that leveling goes much faster the second time around. I scrapped my lvl 35 huntress on Open to roll an apprentice on ranked (before the holiday event was extended to Open), and it only took about 4-5 hours to hit lvl 30. You can get straight to business when you start a level, you already know what tower strategies work, and you'll probably spend your stat upgrades better and use items that are more appropriate for what you want your character to do. You should be able to do most of the early maps on hard if not insane, and you'll level fast. Title: Re: Dungeon Defenders Post by: Xanthippe on November 22, 2011, 08:02:39 AM I'll be happy to plevel anyone who wants it, although I don't anticipate playing much until after Thursday. I have tower 70 app, tower 70 monk, and close to 70 tower squire (might be 70, I forget).
Title: Re: Dungeon Defenders Post by: Furiously on November 22, 2011, 02:28:32 PM I broke down and bought it today. Might wait for tomorrow's patch to give it a real go.
Title: Re: Dungeon Defenders Post by: Der Helm on November 22, 2011, 06:14:36 PM I don't have a 70 yet, but my cute little squire just hit 50 and can solo the court at hard, which is great for XP. Once I can actually finish it on Insane, I should be swimming in mana. The final wave always kills me so far but I make round about 200-300k mana per run nonetheless. :awesome_for_real:
Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 22, 2011, 11:31:11 PM Once you're familiar with the game, you'll realize that leveling goes much faster the second time around. I guess, but so far efficiency gains seem minimal. Of course I was already doing stuff on Hard before (my local characters were only level 15-25ish.) Not sure why it feels like a slog this time around, given how relatively little catch-up I have to do. Title: Re: Dungeon Defenders Post by: Der Helm on November 22, 2011, 11:54:50 PM Once you're familiar with the game, you'll realize that leveling goes much faster the second time around. I guess, but so far efficiency gains seem minimal. Of course I was already doing stuff on Hard before (my local characters were only level 15-25ish.) Not sure why it feels like a slog this time around, given how relatively little catch-up I have to do. Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 23, 2011, 03:12:06 AM Hmm, yes, I don't mean a slog as in I am having trouble completing levels, I just mean it somehow feels like it's taking too long to gain xp, etc. But I played a bit more tonight and I think it was just the early-level slump, before you have all your towers and the decent items start arriving. Trying the new maps on Hard definitely helped as well, though the stupid Throne Room ogres with 60k hp proved a little much in the end. Title: Re: Dungeon Defenders Post by: Typhon on November 23, 2011, 07:41:14 AM Patch 7.11 has today as an ETA (http://forums.trendyent.com/showthread.php?14848-Current-%287.10e%29-and-upcoming-%287.11%29-Patch-Notes)
Changes I like:
Title: Re: Dungeon Defenders Post by: Soulflame on November 23, 2011, 08:28:08 AM Two of those are probably going to be scaling nerfs that will not be liked once they go live. Particularly the Active heroes boost their towers one, but the tower scaling one will probably also be a pretty severe nerf at the lower end, in order to allow towers to scale up to the point they were prior to the patch. Or mob HPs will be buffed to compensate.
Now that I've looked at the active heroes one again, I'm really not happy with that. My standard survival builds involve monk and apprentice towers, with a huntress dpsing during the actual combat time. Title: Re: Dungeon Defenders Post by: Typhon on November 23, 2011, 09:16:54 AM I like the tower adjustment. Current mana spend is - get every tower to 1, then every tower to 2, etc, because current level 5 buff is ~10%. There is very little strategy in buffing towers.
I also like the active hero buff, but mostly because I like playing the monk and I dislike the concept of pure-tower hero builds. Pure-builds break the game - they end up having to scale everything to a pure build or 'there's no challenge'. I don't think this will compensate for the pure builds, but it will allows those players that just want to play one or two chars to do that and still complete the harder levels. I don't understand why you think it will impact your (I'm assuming solo) survival build - unless you are anticipating mob health increase. Really, really, really like not having to clickyclickclick anymore. Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 23, 2011, 12:43:53 PM Yeah, part of what makes the game such an underwhelming TD for me is the fact that upgrade paths are so obvious -- and so obviously terrible compared to getting more towers. There's no decision to make at all, really, about when to upgrade. Title: Re: Dungeon Defenders Post by: Xanthippe on November 24, 2011, 07:47:15 AM * All: Added 4 New Heroes for play: the Adept, the Countess, the Initiate, and the Ranger (Premium DLC)
Yay girl characters! I can make my pure dps gals now. There is much to love in this new patch. No more Ogres one- or two-shotting crystals. Title: Re: Dungeon Defenders Post by: Soulflame on November 24, 2011, 08:19:52 AM Except you have to pay for the new toons. I can't say as I blame Trendy for charging for them, since creating new playable characters costs money, but it's caused quite the uproar elsewhere.
I'm still having random shit hit crystals, but I can't tell what it is. I'm guessing it's arrows that missed, or some sort of cleave attack from skeletons. The scaling on the towers is ridiculous. I had figured they'd try to end up roughly back where they were, instead they seem to have simply taken the old baseline and scaled it up from there. I would not be surprised if there were nerfs down the line in the near future for tower dps. Prior to last night, my fireball towers were hitting for around 2400. Last night, fully upgraded, with the apprentice active, they were hitting for 5000. I'm fairly positive they did not mean to double the damage output of towers overnight. Title: Re: Dungeon Defenders Post by: Rendakor on November 24, 2011, 08:20:33 AM Are they actual new characters, or just female reskins of the existing characters?
Title: Re: Dungeon Defenders Post by: Typhon on November 24, 2011, 08:39:46 AM mostly just a re-skin, but they do have different base stats and active abilities. Example: hunter/tress: hunter is slower and has more hitpoints, active #3 scatter shot/piercing shot - male version is a cone.
Tower scaling: They are adding a nightmare level (I assume this is after insane, but not sure), so ramping up tower damage may be part of that. Title: Re: Dungeon Defenders Post by: Rendakor on November 24, 2011, 11:55:13 AM Ahh, same towers but different click skills? That's interesting at least.
Title: Re: Dungeon Defenders Post by: Xanthippe on November 25, 2011, 11:47:16 AM $3.99 today for the new Hero pack. I'll shell out for being able to play a girl.
Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 25, 2011, 12:11:28 PM Do the new characters all turn around and shake their ass at you and titter when you are picking a class, as well? Because I don't think I could handle that; the Huntress already nearly made me ragequit the game.
Title: Re: Dungeon Defenders Post by: Furiously on November 26, 2011, 12:22:10 PM So swtor went down last night I figured I would play a couple maps at midnight. I play for a bit and suddenly realize it's 3:30. I hate it when people we shouldn't be building stuff build stuff.
Title: Re: Dungeon Defenders Post by: Nija on November 26, 2011, 01:07:04 PM So swtor went down last night I figured I would play a couple maps at midnight. I play for a bit and suddenly realize it's 3:30. I hate it when people we shouldn't be building stuff build stuff. Yeah, DD is great in that regard. There's no real stopping point. The next round is about to begin! Title: Re: Dungeon Defenders Post by: Xanthippe on November 27, 2011, 06:35:40 AM I got my Hero-specced Countess to 59 yesterday in a marathon session. (Yet I dream in Minecraft.)
I found myself using monk/app towers far more than squire towers. Maybe because squire as my third character and I'm already used to monk/app stuff? Kept trying to do the No Towers challenge but just couldn't move fast enough to kill everything. I suspect huntress might be the way to go on that. Title: Re: Dungeon Defenders Post by: Soulflame on November 27, 2011, 09:59:48 PM Four dpsers are required, at least for the insane difficulty. You might be able to get away with two for the other difficulties.
Title: Re: Dungeon Defenders Post by: Sophismata on November 27, 2011, 10:37:50 PM Four dpsers are required, at least for the insane difficulty. You might be able to get away with two for the other difficulties. Two Huntresses are enough.Title: Re: Dungeon Defenders Post by: Xanthippe on November 28, 2011, 06:34:59 PM I've found a lot of the challenges impossible for me to do solo - although there is no shortage of guides showing how to solo stuff. Maybe these were made prior to patches that changed stuff?
I tried an Alch Lab Survival on hard (using a strategy for people without gear - basically new 70s) and wiped on level 14. Using enrage and snare auras at the 4 choke points, and then a dragon strike tower at the back, spike shields at the chokes, and I added a few towers back by the crystal. The mobs don't kill each other fast AT ALL, and the auras go down way too fast. Anyway, it was boring and took forever even with me killing them on my dps countess. Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on November 28, 2011, 06:52:55 PM I find Survival in general just takes for-ever, which is particularly frustrating when you get to wave 13 or 14 or whatever only to a) finally fall behind the endless tower-repair curve or b) get disconnected randomly from TrendyNet. So far the only map I have soloed on Survival is Forges & Foundries (which took like two hours or something) -- the arrangement of the map makes it possible to realistically repair all your towers from the central point, whereas most other maps I get to a certain point and I'm like 'well if there was another person here this would be trivial, but since I have to run back and forth I lose.' I'm not really a fan of 'this is hard because eventually the 80,000 mobs will kill your towers slightly faster than you can tediously repair them' approach to Survival, tbh, but a general symptom of blocking-TDs vs. mazing-TDs I guess. Title: Re: Dungeon Defenders Post by: kildorn on November 29, 2011, 01:31:32 PM Have you done survival since the most recent patches? One of the changes was lowering the number of mobs per wave, and increasing their difficulty sharply.
It sped up the mode a lot, which used to be "go afk for 45 minutes while this wave plays out", and now each one is over in a few minutes. But at the new difficulty waves it gets really freaking hard. "Half this wave is red wyverns" kind of bullshit. Title: Re: Dungeon Defenders Post by: Soulflame on November 30, 2011, 09:28:21 AM The ridiculous part of survival as it currently stands is that layout design for wave 20 and forward is theorycrafted around Dark Elf Warriors. Everything else can be handled with pretty much any layout you'd care to try, but DEWs can rip apart any physical structure too quickly, necessitating that if you do use a physical structure, you're automatically forced to put a str drain aura on top of it, which still won't save it wave 20 or on. This has led directly to top end survival map layouts to include nothing but traps, auras, and as few barriers as necessary to stop poison immune orcs from dashing through your defenses to blow up a crystal.
Of course, traps are useless against wyverns, so you need something else to deal with poison and lightning immune wyverns, but that necessitates physical structures that DEWs can pretty much instantly annihilate, which leads a lot of people to play Alch Labs survival almost exclusively if they're searching for that sweet sweet super loot. I fully expect the cost of prox mines (or some other nerf) to be coming soon, plus further nerfs to monk auras. Yes I know DEWs will do 50% less damage to towers in 1.12. I fully expect the overall effect of that around wave 20 to be exactly the same as it is now: Jack Squat. DEWs will annihilate towers slightly slower than they do now. Hooray? Title: Re: Dungeon Defenders Post by: Xanthippe on November 30, 2011, 03:43:55 PM Have you done survival since the most recent patches? One of the changes was lowering the number of mobs per wave, and increasing their difficulty sharply. It sped up the mode a lot, which used to be "go afk for 45 minutes while this wave plays out", and now each one is over in a few minutes. But at the new difficulty waves it gets really freaking hard. "Half this wave is red wyverns" kind of bullshit. Yes, I think I've only done them since recent patches. I must be doing it wrong; I haven't gotten past wave 14 yet. Title: Re: Dungeon Defenders Post by: Typhon on November 30, 2011, 04:17:06 PM Of course, traps are useless against wyverns, ethereal spike kills wyverns. not that this invalidates your points, i'm just trying to let you know that the spike will defend a path against wyvernsTitle: Re: Dungeon Defenders Post by: Soulflame on December 01, 2011, 08:41:08 AM 1. Ethereal spike is electric based. Therefore it's useless against electric immune wyverns.
2. It hits only one target. 3. It has a slow recharge. 4. Wave 15 of a map that has wyverns sees 200+ wyverns. They all come pretty much in a stream. Far too fast for the ethereal spike trap to handle them. You have to see it to believe it. It's like a goddamn cloud of the things. To the point where they easily overwhelm three magic missile towers. 5. I knew the ethereal spike could hit air, tried it out, theorycrafted/discovered the above. So therefore: for a traps huntress, app/squire towers are required to handle wyverns. The "correct" way to handle wyverns on survival is ensnare and harpoons or ensnare and electric aura and fireball tower. Which leads back to my other point: people find it easier to simply not do maps with wyverns. So... consider your point invalidated. Title: Re: Dungeon Defenders Post by: Furiously on December 01, 2011, 11:13:50 AM Or just shoot the heck out of them.
Title: Re: Dungeon Defenders Post by: Soulflame on December 01, 2011, 11:29:53 AM That does work too, and on a map with ogres, you're pretty much required to run dps in order to kill ogres. Or use barriers + strength drain aura. The wyverns generally only bum rush from one direction at a time, at least that's the case on ramps. However, that can be problematic as you have to shoot ogres, wyverns, and stray dark elf warriors that leap over all of your defenses in order to better jump onto your skull. Stupid dark elf warriors. :heartbreak:
Title: Re: Dungeon Defenders Post by: Dren on December 02, 2011, 11:04:05 AM Ok, I made a mistake in putting off multiplayer with this game too long. I can't get enough now. So, fun. Now I need to builld up a good friends list. A good group in this game rocks like no other.
Has anyone been doing any of the pvp yet? How is it? Title: Re: Dungeon Defenders Post by: apocrypha on December 02, 2011, 02:34:17 PM Picked this up for cheap couple of weeks ago, nice little game.
Any tips or guides around for how to gear up at 70? I've got a tower squire, aura monk and DPS huntress all at fresh 70 wearing whatever shit they picked up along the way and no real idea where to go next. Title: Re: Dungeon Defenders Post by: Xanthippe on December 02, 2011, 02:55:37 PM I don't know, but the best gear that I can get solo seems to drop most in Glitterhelm. (I have only run it on hard so far).
Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on December 02, 2011, 03:01:00 PM Ugh that map is so intolerably constructed that I cannot bring myself to play it. Hard to imagine a map design less Tower-Defency. Title: Re: Dungeon Defenders Post by: Typhon on December 02, 2011, 04:05:39 PM Picked this up for cheap couple of weeks ago, nice little game. Any tips or guides around for how to gear up at 70? I've got a tower squire, aura monk and DPS huntress all at fresh 70 wearing whatever shit they picked up along the way and no real idea where to go next. First stop - hard spooktacular. There are tower placement guides in the forum to solo it. Keep soloing it till you get 35+ reward weapon. Then, with the upgrade costs all jacked up, lose the will to play and find another game. OR find a way to game mana. Forum is also saying that 8 man monster fest drops decent loot (I just play solo or friends, so I have no idea how broken the community is/isn't) Title: Re: Dungeon Defenders Post by: apocrypha on December 02, 2011, 10:04:33 PM Heh yeah, Glitterhelm does my head in.
I'll give Spook & Monsterfest a go, thanks. Only very briefly tried random multi a couple of times, seemed fine, made my graphics card go bonkers though... I might have to turn the settings down to low to prevent some kind of meltdown! Title: Re: Dungeon Defenders Post by: Ice Cream Emperor on December 02, 2011, 10:15:56 PM Okay this will probably come across the wrong way, but why would somebody read a tower placement guide? Like there is literally no game besides figuring out where to place towers. This is like several steps beyond some sort of raid guide in an MMO, where there is at least some significant amount of skill & excitement involved in executing the strategy/tactics -- something entirely lacking from Dungeon Defenders, unless there is some major variation in individuals' ability to repeatedly click the repair tower button or hold down the mouse while running around in circles. Like, mind-boggling? Title: Re: Dungeon Defenders Post by: Typhon on December 03, 2011, 07:20:03 AM He's asking for advice on how to get a better weapon. I was trying to help with that. I don't know how proficient he is with setting up defenses, so as an aside I suggested the placement guides some folks have posted on the forum.
Are you opposed to people playing a game for different reasons then yourself, or simply unable to grasp the concept? Title: Re: Dungeon Defenders Post by: Xanthippe on December 03, 2011, 07:43:02 AM I had a lot of trouble on the last wave on spooktacular with only tower specced characters. I haven't tried it since I leveled up my dps countess to help out. I haven't gotten much equipment though, so my stats are like new 70s.
I could finish Glitterhelm hard, though. Title: Re: Dungeon Defenders Post by: apocrypha on December 03, 2011, 07:52:24 AM I've looked at some layouts from other people after I've had a good go myself - it's interesting to see how others do it differently. I can also see how on some of the challenges I might find myself getting frustrated after repeatedly failing, but I'd prefer to try and work them out myself.
I've failed about 4 times on the Spooktacular today. Managed it on medium using almost nothing except Squire towers and then DPSing with my terribly-geared Huntress. I reckon I'm gonna need to lay down a metric fuckton of Monk auras to manage it on Hard though. Had to turn the graphics down to "Low" too, which makes it look really gloomy, but it was just melting my vidcard. Title: Re: Dungeon Defenders Post by: apocrypha on December 03, 2011, 10:47:30 PM Sussed it.
Was browsing the official forums, seeing what people thought about good Huntress weapons when I saw a response to someone asking how to upgrade their weapon, that said "export to Open, try stuff out, see what works". Moment of epiphany! Spent about an hour doing exactly that. Went back to Ranked, spent about 5 million on my Huntress's existing weapon (a Godly Arquebus) and went from ~3k to ~60k DPS on a tavern dummy. :drillf: That and a combination of about a zillion Monk auras and Spooktacular Hard is a cakewalk! Well, it gets a bit hairy on the last 2 waves and I keep losing a couple of spike blockades but that's all. Let's see if I can farm me some gear! :p Title: Re: Dungeon Defenders Post by: Hawkbit on December 04, 2011, 02:16:38 PM FYI: All DLC and the game is 75% off today on Steam. Great time to grab the new characters and such.
Title: Re: Dungeon Defenders Post by: Nightblade on December 04, 2011, 02:47:30 PM FYI: All DLC and the game is 75% off today on Steam. Great time to grab the new characters and such. the entire set including the game is like 5.24. Itll make a fun game to play on my ultra portable when I dont feel like working on the go. Title: Re: Dungeon Defenders Post by: Hawkbit on December 04, 2011, 04:11:44 PM Of all the $5.00 games I've bought across Steam sales, this game alone is worth $5.00 more than any of them. The amount of game you'll get for $5.24 or whatever is pretty astounding.
I only wish the consoles could get updates like the PC version, but I understand why they can't. Title: Re: Dungeon Defenders Post by: Ruvaldt on December 04, 2011, 06:20:53 PM Played for an hour and a half. Wow, there is a lot of game here for such a small price.
It's a fun game, but it sure feels clunky. Title: Re: Dungeon Defenders Post by: Nightblade on December 04, 2011, 06:25:52 PM Played for an hour and a half. Wow, there is a lot of game here for such a small price. It's a fun game, but it sure feels clunky. Yes, you can definitively feel it was made for tablets, not for pc. Title: Re: Dungeon Defenders Post by: apocrypha on December 06, 2011, 02:41:50 PM Thought I'd join an Alchemical Labs Insane Survival game yesterday, you know, cos I'd not tried anything like that.
Didn't realise it was going to take 3.5 hours :uhrr: I got a green giraffe on a treadmill though (with 79 upgrades and no minuses). And a laser robot. Which was nice. Title: Re: Dungeon Defenders Post by: Soulflame on December 07, 2011, 02:43:10 PM What was the trick to getting through wave 25? Lots of dps?
One complaint I'd have about this game, particularly at the high end, is the game becomes much less about the towers (app and squire) and much more about traps and auras. That, and player DPS reigns supreme over anything a defense set up by a player can do. It's more of a shooter with static emplacement aids right now, which is fairly disappointing. Especially the uber monster fest map. There's simply no way to win that with tower characters, you must have player DPS. Ogres on hard (I think... possibly insane) start with 3,000,000 hps, and you get four of them in the first wave. :oh_i_see: Title: Re: Dungeon Defenders Post by: Job601 on December 07, 2011, 03:04:31 PM What was the trick to getting through wave 25? Lots of dps? One complaint I'd have about this game, particularly at the high end, is the game becomes much less about the towers (app and squire) and much more about traps and auras. That, and player DPS reigns supreme over anything a defense set up by a player can do. It's more of a shooter with static emplacement aids right now, which is fairly disappointing. Especially the uber monster fest map. There's simply no way to win that with tower characters, you must have player DPS. Ogres on hard (I think... possibly insane) start with 3,000,000 hps, and you get four of them in the first wave. :oh_i_see: I just started my first character (an apprentice) after buying this on sale, and this is kind of disappointing news. Does it have to do with limitations of the abilities of towers, or is the problem that towers are limited by the availability of mana and player dps is not? Title: Re: Dungeon Defenders Post by: Furiously on December 07, 2011, 03:41:52 PM It's that the damage/tankyness of towers doesn't scale.
So they are great and you can just go afk and make a sandwich until level twenty when the amount of damage a monster does against a tower is too great. When they can single shot your crystal.... It's over. Title: Re: Dungeon Defenders Post by: Soulflame on December 07, 2011, 05:21:25 PM Basically what furiously said. Auras and traps deplete over time, vs towers that have around 6000 lightning tower (where I am with my meh geared apprentice) to roughly 30000 (spiked barricade for a well equipped squire.) My countess has walls with 23k health, and one will die during insane mix mode because a mob, either an archer or mage, decides it is his duty to take that thing down. Plus mobs with an elemental damage type do 2x the damage. When mobs are nailing your stuff for 800x2, well, it doesn't take long for any physical structure to go down.
In theory, the squire guardians would help, but unfortunately guardians are capped at 5 towers. Plus most players prefer to use apprentice guardians, since the damage increase is sizable. Title: Re: Dungeon Defenders Post by: apocrypha on December 07, 2011, 10:10:12 PM What was the trick to getting through wave 25? Lots of dps? A fair amount of DPS and a really good Monk. I was at 60k single target DPS but just spamming piercing shot down the lanes and clearing 20+ mobs at a time and I was 2nd on number of kills behind the Monk. Most everyone else was concentrating on keeping the centre free of DEWs and keeping the auras & app towers up. God a godly minigun from it that more than doubled my DPS once I upgraded it! Nasty long reload though but it's superb for picking off DEWs in bursts. Stupidly I hit the "Sell All" button before locking any armour pieces that I'd picked up so I gained nearly 10 million mana but sold all the super loot except the minigun :( Game needs a buyback option! Title: Re: Dungeon Defenders Post by: ezrast on December 07, 2011, 11:56:15 PM This game is surprisingly poopsocky if you let it be (I am letting it be). Less so if you play with randoms who can tow you through insane I guess, but my friends and I have been playing with just each other for the last week and a half and, wow, it's grindy but I keep playing it for some reason. They keep making fun of me for being farther along than they are because they are employed.
Title: Re: Dungeon Defenders Post by: apocrypha on December 08, 2011, 05:25:19 AM Oh man I am deep in that hole.
The group of friends I played with last week? Level 10. Me? 6 level 70s. :uhrr: Title: Re: Dungeon Defenders Post by: Der Helm on December 10, 2011, 11:42:10 AM Got 4 level 70s now, not sure which guy I should start to upgrade now, or how, or in which way. :uhrr:
Title: Re: Dungeon Defenders Post by: apocrypha on December 10, 2011, 11:25:59 PM Well, what I did was decide that I wanted to be able to solo most stuff, mainly because there never seems to be more than 10-20 games visible on the ranked games list, most of which are shops, survival or Uber Monsterfest, and I wanted to do challenges etc.
So I worked out I'd probably want tower Apprentice and tower Squire and a decent DPS Huntress. After getting those 3 to 70 and trying some stuff out I also decided I wanted an aura Monk, so I levelled one of them up too. I used Ramparts on Hard mostly for powerlevelling and also for collecting gear for all 4 characters. Basically after each wave I'd load up each character in turn and pick up all the upgrades then sort them out later. Oh and I leveled up a trap Huntress too. Mostly for doing The Summit since I was struggling on the last wave cos the boss was blowing up all my defences and I read somewhere that he doesn't shoot at traps. Worked like a charm. Few days of that and I had all 4 in at least matching sets of armour (i.e. all Plate or or Mail - you get a bonus to armour stats when in a complete set) and I spent all the mana I had on upgrading any armour pieces that were worth it, i.e. over 20 upgrades and with no major negative stats for that character. Then I started working on weapons and pets. Another few days doing challenges and specific levels (e.g. Summit for Guardian pets and some weapons) and I had a pretty decent set of gear for those characters. I'm now at the point where I can solo The Summit on Insane, Halloween Spooktacular on Hard (*great* for item farming) and get to 20+ waves on Insane Survival runs solo - which is where superloot starts dropping! This thread (http://forums.trendyent.com/showthread.php?24717-perfect-drop-compendium) is a useful list of specific drops, although a bit out of date in terms of maximum stats possible. The wiki (http://dungeondefenders.wikia.com/wiki/Dungeon_Defenders_Wiki) is also handy for checking out weapons and pets and where to get them. One caveat though... I'm an inveterate min-maxer with far too much time on my hands, so YMMV with the kind of approach I've been doing :why_so_serious: Title: Re: Dungeon Defenders Post by: Xanthippe on December 11, 2011, 10:20:34 AM What does the "plate" or "leather" or "mail" designation mean, anyway? It all seems random to me.
Is it just a set for matching? Does a "godly plate blahdeblahblah" match with a "legendary plate blippetybop" or must they both be "godly plate..." things? Title: Re: Dungeon Defenders Post by: Typhon on December 11, 2011, 04:16:04 PM leather with leather, chain with chain, etc.
Godly/Epic/Legendary, etc are just an indication of how many starting buffs/point they get. You don't have to match the stat adjective, just the type. Title: Re: Dungeon Defenders Post by: Xanthippe on December 12, 2011, 06:11:04 PM Do you have to match the "Enchanted" or "Blessed" also, or just the material it's made from?
Title: Re: Dungeon Defenders Post by: Typhon on December 12, 2011, 06:36:18 PM just the material it's made from
Title: Re: Dungeon Defenders Post by: Soulflame on December 13, 2011, 08:24:06 AM I'm pretty sure if you match a set of "Pristine" etc it will also work.
Title: Re: Dungeon Defenders Post by: apocrypha on December 13, 2011, 09:38:54 AM Pristine is a material.
Leather, Mail, Chain, Plate, Pristine are the material types. Maximum potential stats increase in that order but there's overlap. Same with the prefixes which go from Torn to Godly. Here's the relevant wiki page (http://dungeondefenders.wikia.com/wiki/Armor). Title: Re: Dungeon Defenders Post by: Xanthippe on December 14, 2011, 11:03:51 AM That's very helpful, thanks.
There is a new "AFK shop" feature where players can sell items. Here is a link to a website that compiles all of the items for sale into one database. The sellers may not be online when you want to buy something, however. I'm not sure how useful this is, but I'm assuming it will be more useful when Trendy updates this Thursday. http://defendersstore.com/ (http://defendersstore.com/) Title: Re: Dungeon Defenders Post by: apocrypha on December 14, 2011, 11:19:31 AM Yeah I've browsed a few of these shops and every single one I've looked at has had ridiculous prices. Like 10 million for 40^ weapons. 100 million for 50^ pets.
A few people have suggested that there's widespread mana duping/glitching bugs so there's an excess of cash floating about in the system at the moment, hence the moronic pricing in the shops. :oh_i_see: Title: Re: Dungeon Defenders Post by: Soulflame on December 14, 2011, 12:14:23 PM I read a claim on the trendy forum that the mana tracking is done on the client side, so.... yeah.
Title: Re: Dungeon Defenders Post by: Furiously on December 14, 2011, 12:21:47 PM Well.... Mana is REALLY easy to get.
Just start a survival game. Once the monster count gets above 2000, you can loot like a fiend, since the game only stores like 200 items before it starts deleting the ones on the ground to make room for more. So you can just grab everything in the first part of a wave, let the last bit auto-sell, then sell all the unlocked stuff in your inventory and bammo. I make like 2-4 Mill in drops and 2-4 mill or so in auto-selling most waves above 10. Title: Re: Dungeon Defenders Post by: Xanthippe on December 14, 2011, 04:39:33 PM I thought the things that disappear autosell. No wonder I am slow collecting mana.
Title: Re: Dungeon Defenders Post by: Furiously on December 14, 2011, 06:25:38 PM Nope only the stuff at the end does.
Title: Re: Dungeon Defenders Post by: apocrypha on December 18, 2011, 01:48:53 PM So new DLC has hit. Looks like a total ripoff to my eyes. £2.99 for one map? Have to buy all of the separate parts to unlock Nightmare mode hosting?
Aimed solely at the hardest of the hardcore from what I can tell. 100^ weapon drops that cost upwards of 500 million to upgrade and a Nightmare mode that nerfs all hero resists to buggery... but supposedly makes towers useful again, as long as you can protect them from the spiders. Suddenly this game feels like World of Tanks to me - fun until you get to "endgame" when it's just a brick wall driving off all but the most obsessive. Title: Re: Dungeon Defenders Post by: Hawkbit on December 18, 2011, 02:52:43 PM Maybe, but I've bought the PS3 version to play co-op with my kid, and I've bought the Steam version and all DLC and I think it has been worth it overall. Minecraft is about the only game I've played this year that has come close to taking as much of my time.
Thing is, I haven't even really scratched the surface of DD, but I waste so much money on other completely shitty games that this one I don't mind spending so much. Title: Re: Dungeon Defenders Post by: Soulflame on December 18, 2011, 06:05:49 PM Towers are worth fuckall with spiders in play. Spiders can disable towers pretty much at will, and since towers are almost all directional, you have to either use other towers to protect their back, or just use traps/auras.
One of the trendy representatives said on the forums that they expect maybe 15% of the playerbase to complete nightmare. At this point, I'm pretty sure they're way overly optimistic on that. It'll probably be closer to 5% or less. At this point, I'd say it's a fun game to buy for $15 or less, but ignore the end game or DLC. The endgame is squarely pointed at hardcore grinder gamers (or hackers). Title: Re: Dungeon Defenders Post by: Typhon on December 19, 2011, 04:51:56 AM [...] At this point, I'd say it's a fun game to buy for $15 or less, but ignore the end game or DLC. The endgame is squarely pointed at hardcore grinder gamers (or hackers). Very well said. Title: Re: Dungeon Defenders Post by: Xanthippe on December 19, 2011, 05:31:38 AM [...] At this point, I'd say it's a fun game to buy for $15 or less, but ignore the end game or DLC. The endgame is squarely pointed at hardcore grinder gamers (or hackers). Very well said. I found it a lot more fun when I played with random people and was leveling up. Playing solo to powerlevel my other characters is not so much fun. Title: Re: Dungeon Defenders Post by: Soulflame on December 19, 2011, 12:57:47 PM Xan, that pretty much falls into what I was saying. Play the game through the campaign, maybe try some of the challenges, but ignore survival mode, Uber Monster Fest, and Nightmare mode. Those parts of the game are distinctly unfriendly to any sort of casual play.
Title: Re: Dungeon Defenders Post by: Soulflame on December 21, 2011, 10:55:21 PM If you're still playing this, and completed the campaign (I think that's right) you'll get 20 million mana. It's contained in presents by your tree in your tavern.
Also, be sure to start a private game. Apparently anyone can duck in and grab it. :oh_i_see: Title: Re: Dungeon Defenders Post by: Xanthippe on December 23, 2011, 09:05:20 AM I only play private games anymore. Maybe that's why I play one or two games and then I'm done. Not nearly as much fun now.
Title: Re: Dungeon Defenders Post by: tazelbain on December 23, 2011, 09:12:32 AM I hate tower building interface.
So I have just have repeat the second mapl over and over until I can do real damage to the ogre? Title: Re: Dungeon Defenders Post by: Hawkbit on December 23, 2011, 09:41:43 AM Yes, the ogre was a pain in the ass when I was playing co-op with my kid for the first time. I almost rage quit because we were wiping maps easily, then the ogre would come through and about 6-shot our defenses. Once I got to level 12-14 it was no longer an issue. That early grinding is jarring, but once done we've breezed through every map so far.
Then, once my squire got the slice n dice tower, we bowl over everything. They seem a little overpowered for our level combination. Title: Re: Dungeon Defenders Post by: Kail on December 23, 2011, 08:13:54 PM I hate tower building interface. So I have just have repeat the second mapl over and over until I can do real damage to the ogre? Ran into this problem yesterday in co-op. What we ended up doing was having one person with a ranged attack kite the ogre around while the other took care of all the other monsters that broke through the defenses. I was a monk, so I ended up kiting him back and forth through a snare/electric aura, chipping away at his health with my projectiles. Took forever, but we got him down. Title: Re: Dungeon Defenders Post by: Mrbloodworth on May 07, 2012, 06:33:16 AM Recently picked this up. This game is fantastic!
Title: Re: Dungeon Defenders Post by: Hawkbit on May 07, 2012, 07:41:17 AM I bought it on PC and PS3, and we gravitated to the PS3 play so I could co-op with my kid. Oddly, once they announced they were discontinuing console development, we stopped playing it. I understand their reasoning behind it, but I'm a bit miffed that I dumped well over $50 into their company and they pulled the rug on the version we liked. It is a really good game, but it's just a shame that they left me feeling salty about my purchase.
Title: Re: Dungeon Defenders Post by: Soulflame on May 07, 2012, 07:54:35 AM Recently picked this up. This game is fantastic! Report back after you hit nightmare difficulty. :awesome_for_real: Title: Re: Dungeon Defenders Post by: Dren on May 07, 2012, 08:40:04 AM I bought it on PC and PS3, and we gravitated to the PS3 play so I could co-op with my kid. Oddly, once they announced they were discontinuing console development, we stopped playing it. I understand their reasoning behind it, but I'm a bit miffed that I dumped well over $50 into their company and they pulled the rug on the version we liked. It is a really good game, but it's just a shame that they left me feeling salty about my purchase. I do PC coop with my sons from time to time. It is a lot of fun. Sucks they dumped the route you went though. I'm still working on the wife for a 3rd PC. 2 just isn't enough anymore even with the PS3 to boot. I'm going to have to build onto my house for a LAN room at some point. *dreams* Title: Re: Dungeon Defenders Post by: Mrbloodworth on May 07, 2012, 10:16:52 AM Recently picked this up. This game is fantastic! Report back after you hit nightmare difficulty. :awesome_for_real: Eh, there is so much content and challenges and map packs, I'm not sure ill hit that button before being done with it. Title: Re: Dungeon Defenders Post by: Soulflame on May 07, 2012, 08:31:45 PM If you have any trouble with anything, let me know. I'll blow it up real good for you. :grin:
Title: Re: Dungeon Defenders Post by: Mrbloodworth on May 09, 2012, 03:09:05 PM Quote 7.33 (Unversioned Hotfix) * Eliminated error when attempting to load "Lifestream Hollow Monster Fest" (Unversioned Hotfix) * Fixed PvP maps not loading * Fixed Oasis MonsterFest forcing Nightmare difficulty * Buffed all Apprentice staffs Max-Charge Damage by 20% * Remote-Crystal-Activation (Default 'G' key) now works on MonsterFests and any maps without a Crystal to advance past the Build Phase * Moraggo and Aquanos area-specific loot drops increased in stat potential to be equivalent to Forest area-specific items * Character-View (Default 'Q' key) now supports zooming in/out with mousewheel to help get those perfect screenshots -- AND you can now do full movement/input when in Character-View for a more action poses! * Spectator camera doesn't do collision traces anymore, because they were annoying. * Added new Freelook Spectator camera that allows you to fly around the world and view anything you want. Press Jump button after dying or when in spectator mode to toggle it. Did you know: you can use the TOGGLESPECTATE command to permanently force yourself into spectator mode, useful for capturing epic screenshots or video of your team. You can also hold Control while in Freelook Spectator mode to move the camera extra slowly. * Fixed stuck Summit Ogres * Fixed remaining cases where some enemies (mostly Djinn and Sharken) would lag the rest of the map spawns and straggle-out late in the wave -- now they'll come through more evenly during the bulk of the Wave, keeping the pressure on. * Moving PlayerShop items into Folders with Gamepad no longer loses Focus on the next listed item (behaves as the Item Box does now) * Fixed Config Tool Secondary Key bindings / Controller bindings application * Reduced Chase Camera tilt sensitivity to compensate for the increased tilt range * Melee-Hidden Targeting Cursor now is always drawn when Blocking (so that you can aim your Block) * Fixed bug that was preventing constructing Defenses in Deathmatch PvP * Respective Current / Max stored Item counts are now listed on Item Box and Player Shop * Added 15 DU to 'City in the Cliffs', for a total of 140 * Sharken base Kill XP value increased from 1 to 12 * Adept Purity Bomb now deals its extra damage to all Dark Elf-type Units (DE Mages, Warriors, and Archers) * Removed Djinn from Insane Mistymire Boss Fight * Nightmare-difficulty Wave completion XP globally increased by 25% * Barbarian 25% Weapon Damage Increase, & Hawk Stance 25% damage increase * Current Item Box Capacity now dynamically indicated on Item Overlay (so you can see how many Item Box slots you have free when deciding to grab an item off the ground) * Fixed bug where Proto Beams (and other kinds of Beams) wouldn't work in some areas of certain levels Title: Re: Dungeon Defenders Post by: Threash on May 09, 2012, 07:02:44 PM This fucking game downloads shit every single day, what the hell is it doing?
Title: Re: Dungeon Defenders Post by: Paelos on May 09, 2012, 07:47:08 PM This fucking game downloads shit every single day, what the hell is it doing? I'm wondering the same thing. At times I suspect foul play! Title: Re: Dungeon Defenders Post by: Kageru on May 09, 2012, 07:48:36 PM I guess they're adding stuff to keep the community active and buying DLC content.
I should delete it. I found this game ended up like many of the cute / x-box live style games that look a lot more fun than they actually are and get really repetitive very quickly. Title: Re: Dungeon Defenders Post by: Paelos on May 09, 2012, 07:51:26 PM I never actually finished it either. I wanted to like it, but after I got past a certain point I realized it was primarily a coop style game, and I don't like multiplayer much.
Title: Re: Dungeon Defenders Post by: Rendakor on May 09, 2012, 08:30:05 PM I never actually finished it either. I wanted to like it, but after I got past a certain point I realized it was primarily a coop style game, and I don't like multiplayer much. Pretty much this. I was doing OK placing traps on one character then switching to another during the wave, but that felt clunky and cheesy so I just gave up.Title: Re: Dungeon Defenders Post by: Kageru on May 09, 2012, 08:46:39 PM The game is so simple, and the game-play so independent, that it didn't seem to become that much more fun in multi-player. |