A wave of kobolds just spawned. You killed their brothers and sisters, and now they want revenge.
They sprint toward your blockades like a ravenous pack of wolves. You catch one last look of terror in their eyes before an explosion rocks your world. When the dust clears, you look for your beloved defenses. They’re gone. Your beautiful blockade children are gone.
A new wave of kobolds appears. You have a choice: Stand and fight or rebuild your defenses. You start to rebuild. Slowly. Oh so slowly. You can’t do anything else. And then you hear it. A loud, persistent scream. It starts off faint. But it gets louder. Closer. The blockade is almost complete. The top of the wall is coming into existence when BOOM. You’re blown to smithereens, and the blockade disappears.
We don’t want you to ever make the choice between repairing and death again. Building defenses should add to the fun of combat, not inhibit it. With Dungeon Defenders II, we took a closer look at what was and wasn’t working, and how we could better achieve one of our pillars: Tower Defense, Action, and Role-Playing working together seamlessly.
In the first game, defense placement was jarring. It left heroes vulnerable during combat, and it typically involved more pre-planning than strategizing on the fly.