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What caught my interest the most was mention of elemental immunity and physical dmg from Squire. This kind of design can prove crippling to class design, balance, and variety of build/theory crafting. Below I'm going to list some past issues with DD2 that had a similar situation to kind of show why such a system can be harmful to a game. The devs should already be familiar with it, considering it comes from their prior DD2 project, but obviously need some reminder.
DD2 had this issue with physical and magical resistance (not elements) and it was a problem. For a long time there was no proper way to deal with magic damage resistant mobs because the only physical dmg towers that exist in the game were Squires which were bad compared to other options and Huntress traps.
Squire harpoons were so bad they were the worst tower in the game for a very long time simply due to awful fire rate, low dps, and area covered with each hit even though they had strong target range/AoE piercing effect.
Squire Cannons were bad for a long time due to being single target and overwhelmed by sheer enemy count in magic resistant lanes, especially as mobs became too strong in higher difficulties and later waves (notably onslaught, but even on campaign farming maps). They even had a powerful stun effect but simply got overwhelmed by mob count and special tankier mob types.
Huntress Traps were ground based and thus not intended for flying targets of which were some of the most problematic in magic resistant lanes for a long time (especially on onslaught) and ranged mobs that could be harder to hit with physical traps as they stand so far away from wall leaving you guessing and not letting you use them also on mobs at wall as you needed DU for other physical towers in that lane primarily.
One strategy used to deal with this was one I pulled from my methods in DD1 and the first real way we enabled dealing with and reaching the highest levels of end game nightmare that devs didn't intend for us to be able to complete (the gear growth prior was actually underwhelming, on purpose, as we weren't supposed to have the proper stats to reach NM4 due to gaps in difficulty and gear prior much less beat NM4 as they wanted to add more content/features to assist in this at a later point). In fact, I used this strategy not only forcing them to rework all of NM difficulty and do a minor gear wipe (downgrade actually) but then first day of patch NM2 was sworn up and down by Trendy to be the highest possible to reach, but I carried player base to NM4 and taught hem how to reach it. The method was abusing elemental lane resistance and Squire. This consisted of using only a FEW DU on just a phew physical towers and a set of double walls (second set in case first fell for redundancy because it was heavily player and a bit luck based). The rest of the DU (about 70-80% went into a single physical resistant lane (technically double, but the two lanes merged). This resulted in a certain map (the tree one in the sky forget name of) being popular and almost the only map played at end game which became an issue for devs. WIth that much firepower/DU focused on the dual combined lane with effective AoE magical towers against phys resistant mobs there was zero need to worry even with significantly undergeared stats about that lane falling or upgrading it so mana (which was very tight at the time) could be focused on reinforcing the physical lanes (mostly repairing/replacing walls tho... because they got hammered, hence redundancy). Then one of two strategies or a hybrid setup would be enforced. A squire (or two) in each magic resistant lane to aggro (taunt ability), CC spam, shield to survive crazy powerful mobs (high block rate stat), and a healing aura to maintain them if possible. One player may act as purely a supporting roll rushing between lanes to maintain, heal towers while the Squires focus on defense, and occasionally relieve/check the phys resistant lane and CC or repair walls then continue. Once gear became better from doing these runs you could slowly make it more reliable swapping one Squire out for a DPS oriented character to run between lanes and support but still one squire per lane, and of course one char really ought to always be supporting all lanes back and forth.
A secondary strategy was also developed, not by me, of building a TOOOOOOOON of barriers in all lanes except one and then a ton of the remaining DU spent on lightning auras, then a Squire tanking the ogre that came out in the first wave (only boss/ogre dropped gear to prevent farming the weak mobs in first wave to advance without actually being able to beat content). This strategy basically held trash mobs long enough to farm the first ogre, rinse and repeat, basically doing the same they had designed the boss class only loot system to defeat. This resulted in further changes pretty fast and was to slow and unproductive so it didn't get far initially before being patched unlike the above method which allowed full runs I listed above this one. However, it shows one type of flaw with certain design elements that fit into this topic so I mentioned it.
The issue was solved within the game when I developed a strategy using mines in onslaught on a higher area or side area and would use a barrier (later evolved to frost tower for kobold lure) to pull flying mobs into mine range and this was a really cheap setup that forced flying mobs into trap range. Traps, themselves, were cheap so long as you didn't have a bunch of more expensive physical towers eating up DU in the lane. The strategy eventually evolved to predictive guessing of ranged location + lure methods as well as far more physical traps and zero ranged supporting physical towers so we could really splurge on physical traps which were actually high DPS + AoE + insanely cheap when only using these and not other expensive physical towers in that lane. This eventually lead to a revolution in which a similar idea was adopted by me and others for magic lanes using the magic version of the trap, too, and similar tactics and at which point almost exclusively traps were used for DPS (very odd sight and obv not intended). Devs had to nerf them and buff other towers significantly to fix this after a while. This forced them to start adding an entire new series of passives (passives weren't a thing really prior to this point) because other towers were so underperforming almost nothing was used but barriers, the two trap types, and occasional frost tower/lighitng aura.
This passive had one intended for harpoons that was explodey intending to improve the AoE performance of harpoons, boost harpoon damage based on tower hp stat (because you would typically have high stat for this due to their use of barriers), and at the same time harpoons overall performance was to be buffed in terms of fire rate (a huge issue it had always had prior). It was a failure for a time but eventually improved a lot. This and some other tower buffs lead to a much more balanced state though there was still clearly best options most of the time hampering balance, it was far less one sided and unviable at high end game than the entire time prior.
There were more cases of these types of issues during its history that were less severe but still worth mentioning if anyone can remember due to the enemy type. In each of these situations it was hindered by resistance affinity and only overcome via abuse of balance oversights that were discovered. There was always a case of one way is truly supreme over others as this is what such a system enforces. It also depreciates the concept of flexibility, theory crafting, and synergy because it hard locks you to optimal only methods as it splits variety due to an already low amount of options (tower and hero wise).
Enemy variety is good, however, in this type of game enemy resistance affinity to actual damage types can be a real problem. Anti-flying defenses? Okay. Anti magic, or elemental, or other damage type (physical, DoT, etc.) are far harder to balance and far more limiting. It is better to have each tower excel in certain situations rather than having them all be relatively similar and forced variety by purely a statistical damage negation from resistance. The entire reason I describe the above is in hopes this is discussed and devs move away from this because it will hold back their game if this mistake is repeated and having it done as elements (more than physical and magical) makes it even more problematic to balance and have a good design. Can it be done successfully? Yes, but it would be arrogant to think your team is capable of this when they struggle with basic development of even simpler things and balance. It also doesn't mean the product would be better off even if you did succeed at handling elemental affinities. Focus on enemy variety and tower advantage/disadvantage, inherent to the tower, instead.
You complain that Apprentice sucks because of elemental immunity, and that Monk is useless. But Monk has an aura that removes elemental immunity. Combining Fireblast Towers + Strength Drain Aura is better than Squire towers.
From what I'm seeing in later posts it sounds like monk works very similarly to DD1's monk with regards to auras (minus stat scaling issues) which, can indeed, compensate for elemental affinity but runs into the problem of to many similar towers causing overlap as they do the same thing. No point in having 4-5 raw DPS towers when you will just end up picking the best DPS tower. They need niches, strengths and disadvantages to ensure using them. This elemental affinity design ends up being pointless because it will just be countered by str drain making it a moot addition. DD2 suffered from specific towers simply being best choice and DD1 still suffers from this (App completely invalidates Squire in DD1 and many of App's towers completely invalidate any reason to use other DPS towers of his own set, magic missile/fireball). I'm not sure if they function the same in this one so I'd be interested to see what people have to say about that but they definitely need to be made more unique in functionality.
Granted though Monk is currently in a terrible state due to his towers (hopefully) being bugged.
That's what a review is for. No matter how long i have played, a review should help and improve development state of a game in early access.
By all gods, i hope not!
And that is something i do not like in Dungeon Defenders. It was a personal review. I let everyone judge of what they like or not.
My biggest deception. Due to massive Elemental Immunity of the monsters, playing this class is absolutly useless. Lots of bugs with the explosion damage of the fire tower. Mage has become the worst Defender for towers. Making a TC with this class is a pain and it forces you to play multiple characters to remove/debuff elemental immunity. Mages was to me the strongest of DD1 and now, i just deleted it because i don't want to handle specific towers for specific elemental ennemies. A waste and barely playable solo."
Are you a kikoo fireball tower? I play apprentis and he is strong! If monster have immunity fire it's not a problem i have 5 tower and i play all.
Just up range and fire rate and he is totaly ok.
I play blockad of squire, towers of apprentis and rage aura of monk.
And i hope you like playing this way.