Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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FadingHope Feb 12 @ 11:30am
Our wishes for next patch???
So now that the major concerns - barricades and HP balancing - have been fixed, what should be next? For me it's balancing around the heroes and their abilities, cause some are really weak.
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Urgash Feb 12 @ 11:41am 
More maps (some smaller ones would be great), more traps (i really miss my flame scorcher and the web thrower), maybe a better system for the roguelite system, they said there is an Alchemist NPC coming, but we don't really know what they'll provide.

Right now to me the most important thing is give depth to the game, because we're supposed to replay it run after run, and they're beginning to get a bit samey.

Maybe a speed-up button to accelerate the game when you're just waiting for the orcs to navigate all huge ass-maps.
ForeverZero Feb 12 @ 12:35pm 
More maps and War Mages would be great, but I am really hoping we get improvements to the Threads system. I really want the ability to influence which threads can even appear, like making a "deck" or something. After you buy and/or unlock most of the threads there are just too many that can bloat the options, the reroll is nice, but doesn't quite do it.
SizroSpunkmire Feb 12 @ 1:19pm 
I would like to see more control over what I can play instead of having to rely on so many RNG mechanics. Despite them, most runs don't feel much different then the last one.

- Let us pick the map we want to play.
- Let us pick the distortion(s).
- Let us make Thread decks so we know what's coming and can plan around it, we just don't know when. Pick 30 cards, end of a wave you get shown 3, pick 1, discard the other 2. Something like that.
- Let us pick modifiers like daytime, nighttime or rain.
- Let us pick where the Rift will be on multi-rift-spawn maps.

Stuff like that. Just...lemme setup a scenario and play it out how I want to and not force so many RNG elements on us.
Last edited by SizroSpunkmire; Feb 12 @ 1:19pm
yes let us pick the map to play and whether its daytime, nighttime or rain.
Originally posted by The doctor is in:
yes let us pick the map to play and whether its daytime, nighttime or rain.
Yeah, a "practice" mode or something would be great, something to allow players to explore the map and experiment with different layouts would be amazing.
Other than the stuff that was already mentioned by others I would also like to see:

-Change the way skip works. I think a better skip option would be to allow you nullify one negative modifier. I would love to pay 5000g to remove some of the really horrible modifiers like increasing trap costs with every placement. I think it is also a fair price to lose one thread and 5000g to nullify.

-Make boss maps also give you threads, maybe some powerful biss map only threads. Right now it is kinda hard to pick maps with bosses because it means you lose out on 5 threads which means its always better to go for any other map if you plan on going for a long run. In the same as vein as this I would also like to see variant boss maps e.g. fighting 2 bosses or even a boss rush in which you fight all bosses in different waves. Would love to see boss maps more incentivized.

-Threads that add extra elements or effects to traps we have so you can achieve higher combos e.g. a thread that makes poison flowers also apply melting for example. I would also like threads that let you see more options e.g. the ability to pick from 4 threads in the future or 4 maps etc. Will help with consistency at the cost of "sacrificing" a damage upgrade.

-An unorthodox idea but I wish rift corruptions were always guaranteed, and we got a few extra free barricades to compensate, would go a long way to making the maps feel a lot more dynamic.

-Maybe also add different types of corruption like certain areas where traps are boosted so trying to funnel orcs to that area becomes a challenge or a corruption that adds extra hazards to the map which can be used push orcs into them but will also make certain areas off limits for pathing/trap placement (e.g. flooding a room).

-Let buff barricades also have a vertical element so you can buff things below you e.g. the ceiling of the floor below.

-When orcs turn red while placing barriers also make them their dots their red on the minimap so you can pinpoint which door is affected easily.

-Show us the path of fliers

-An encyclopedia of enemies.

-Let us pick our blessing like we pick threads after a map ends.
Last edited by Red Mantis; Feb 13 @ 7:34am
Rubyeyed Feb 12 @ 2:33pm 
Make the threads we rerolled not appear again or at least not in the same map. I'm sick and tired of rerolling and getting 1-2 of the same sh*t I just rerolled.

Also this:
Originally posted by Red Mantis:
-When orcs turn red while placing barriers also make their dots turn red on the minimap so you can pinpoint which door is affected easily.

It's just such an intuitive thing to have, why isn't it like this already?
Sokar79 Feb 12 @ 3:05pm 
Some random map generator and random bosses spawning at end, some endgame for farm to further increase stats from talents for each hero for skulls or something would be nice.
Jay Feb 12 @ 3:21pm 
Maps.... then maps... and after that, maps. That is the #1 issue with this game right now... limited map options. Everything else is secondary.
Last edited by Jay; Feb 12 @ 3:21pm
Originally posted by Rubyeyed:
Make the threads we rerolled not appear again or at least not in the same map. I'm sick and tired of rerolling and getting 1-2 of the same sh*t I just rerolled.
Man I knew this was gonna be an issue lmao. Just pick the threads that look low impact. Maybe they are, maybe you were underrating them significantly. You take them out of the draw pool and you get so many threads regardless that it doesn't matter.

Save your rerolls for later imo, take one at most per mission, if any at all.
Originally posted by Red Mantis:
-Show us the path of fliers
Flyers have the same pathing of ground units, they just ignore barricades (basically they move like you haven't placed any barricades yet). Just remove your barricades temporarily to see how they move.

Originally posted by Red Mantis:
-Let us pick our blessing like we pick threads after a map ends.
I get it, but you're already choosing between cashing out with your skulls or continuing with your run. The rift blessing is there to be an incentive to continue playing (ie get megaboosted numbers for the next mission only).
Last edited by codeorange; Feb 12 @ 5:23pm
Only thing for me off the top of my head would be bringing back OMD3 distortion reroll. I haven't had it really bad but sometimes with options like trap price increasing or certain mobs spawning I just don't want to deal with it long term. I'd like the option in OMD3 scramble at the end of the round to have the option to reroll a distortion. Gives the chance to remove some of the annoying distortions but at a risk, you'll either get something somewhat better or could make it far worse. It'll at least provide an option for people if they wish to continue with what they're dealing with or not.

Had dynamite archers last night that ended up being annoying here and there and would have loved to reroll them if I had the chance lol Got through the run fine but last some rift points from them shooting the rift crystal when they could >.>
Rubyeyed Feb 12 @ 7:10pm 
Originally posted by codeorange:
Originally posted by Rubyeyed:
Make the threads we rerolled not appear again or at least not in the same map. I'm sick and tired of rerolling and getting 1-2 of the same sh*t I just rerolled.
Man I knew this was gonna be an issue lmao. Just pick the threads that look low impact. Maybe they are, maybe you were underrating them significantly. You take them out of the draw pool and you get so many threads regardless that it doesn't matter.

Save your rerolls for later imo, take one at most per mission, if any at all.

The thing is, usually I have so much leftover money after I set up the box I just reroll for something good because I want something good not because I need to. Preferably trap threads but no, the game is hell bent on giving me trash tier hero threads. I'm starting to think it is somehow hardcoded to "balance" traps/hero amount you get.
Red Mantis Feb 12 @ 11:09pm 
Originally posted by codeorange:

Originally posted by Red Mantis:
-Show us the path of fliers
Flyers have the same pathing of ground units, they just ignore barricades (basically they move like you haven't placed any barricades yet). Just remove your barricades temporarily to see how they move.

I know but its annoying having to sell your barricades and to coordinate with other teammates to sell their barricades. On top of that with the new rift barricades if you purchase some with golden tickets selling them will return no coin. I see no reason to have so much friction and not just show the path of fliers like they have done in every other version of the game.
Last edited by Red Mantis; Feb 12 @ 11:10pm
Bohdan36 Feb 13 @ 1:30am 
1. Make it so that the next map is chosen by all players, not just the leader of the room. Right now the room leader has the final say, he chooses the map and you can't change it. Let the system based on voting would choose the chance of the next map, as I remember it was implemented in League of Legends in the new modes, where your single choice did not lose completely, the system had a small chance of his choice
2. Random players don't want to take card variants like "Random Traps" and "Traps can't be sold" (rarely taken). Conditions with restrictions should be more dictated, not turn the game into “Build barricades to the max and close all entrances but one and it's a win”.
It's sad when victory comes down to barricades.
3. Make a mode with limits on the number of identical traps.
Limits on the number of traps in a row. For example you can't place an acid trap together with an acid trap - there must be a difference of 1 cell on all sides or 2 cells, 3 cells and so on.
4. Mode with a limit on the number of barricades.
5. New maps with even more paths near the portal so that the team doesn't have enough barricades to build up everything.
Conditions and waves with invasion of flying enemies and all those flying through barricades. Shoot or lose.
The combinations are waves-only shoot/only traps.
RahKiel Feb 13 @ 2:19am 
My own personnal list :
  • A ♥♥♥♥♥♥♥ CODEX with bestiairy, status effect, list of malus. It's actually difficult to understand what some thing does. (And what are Rift elemental ffs)
  • More maps, even more vertical/smaller ones. While they are somehow good, there is not enough of them. There is some lack of identity as well in the patern. Maps need some gimmick.
  • Endless mode on a specific map, even as a fun arcade mode with no skull. Just to be able to test things or push the game to its limit.
  • More meaningful Thread. Some are fun to get, some synergizing here and here, but we lack some previous unique passive like element change for a trap.
  • A rebalance/rework for warmage, melee combat and skill use. Max is having the best mobility by far, even got buffed while his jump-pad is the most versatile (and usefull) one. Wren's skill too long to recharge to be worth while Vann buff for a long time. Melee is a pain to use as you're stuck on place. No airborne combo as well. Some skill are to slow to cast.
  • Comeback of different pool of monster between maps. Except for "unique" one from map malus, you ALWAYS have to fight the same monsters. Orc, ogre, troll, some flyers, druid and gardian cyclop. Sometimes gnoll or poison kobold. Bring back elemental monsters intead, baseline cyclops or tutalanns to force players to adapt. Even force some "unique" ones during a map just to ♥♥♥♥ players routine.
Edit : Forgot, but a better menu for Thread. No filter, no sorting, it's a mess to look into.
Last edited by RahKiel; Feb 13 @ 5:51am
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