Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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solo players need some kind of buff.
with how massive the maps are, all of them having four doors and i've been told that the 3rd map has two rifts and a boss.

what the hell am i meant to do while playing solo? and if the answer is "go grind upgrades for 50 hours" you can go walk into traffic.
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Showing 1-15 of 29 comments
chuckberts Jan 28 @ 10:39am 
I finished my first solo run and the boss map w/ 2 rifts was actually easier (wave wise) then the prior maps which I had combined all the spawns into 1 lane. The Boss map has guardians right along the pathing so you could push the Orcs to them and they would aggro on guardians instead of running past. This left plenty of time for me to deal w/ the bullet sponge boss.
Dworfkin Jan 28 @ 11:18am 
"What the hell am i meant to do while playing solo?"

Spam ballista towers
MeGa Jan 28 @ 12:23pm 
Or more barricades / cheaper additional ones if solo
Kozzy Jan 28 @ 12:26pm 
Solo is still great fun in this game, I have done 6 rounds and won every one so far, its not very hard. Just try and figure out the best strategy for each map like the previous games, sometimes it takes a few goes on a map to figure out the best way. So far I havn't lost a round though yet solo.
Last edited by Kozzy; Jan 28 @ 12:26pm
Zouls Jan 28 @ 12:37pm 
having played 5 hours duo where we kept getting our asses whooped and then doing a single run solo i can say that solo is miles easier, and has tons of things to help it

not only is the hp of the enemies far lower which makes them incredibly easy to kill especially with things like overgrown briar floor which is stronk. but it also makes ballista spam incredibly easy.

also in addition to that it staggers certain doors on the boss room, in duo it opens all 4 at ones with a ton of elites but solo it had far less enemies and it took 45 seconds AFTER the boss spawned before it opened the second door, giving you plenty of time to damage the boss.
MeGa Jan 28 @ 12:41pm 
Originally posted by Zouls:
having played 5 hours duo where we kept getting our asses whooped and then doing a single run solo i can say that solo is miles easier, and has tons of things to help it

not only is the hp of the enemies far lower which makes them incredibly easy to kill especially with things like overgrown briar floor which is stronk. but it also makes ballista spam incredibly easy.

also in addition to that it staggers certain doors on the boss room, in duo it opens all 4 at ones with a ton of elites but solo it had far less enemies and it took 45 seconds AFTER the boss spawned before it opened the second door, giving you plenty of time to damage the boss.
Good info
This is only true on the first mission run. The enemies get to be serious bullet sponges on the 2nd run, starting on mission 2 / 3 and a single player gets seriously outgunned, you just can't dish out enough damage. I am playing max and his bomb attack no longer kills mobs at all, just damages them. Traps are a joke with their small damage / high reset time compared to the hp of the mobs, even fully upgraded traps. Mobs are getting 5x the hp, when traps just get minor dmg boots. Yes it seems over kill on the first missions, but i don't even want to imagine 3rd and 4th missions and waves. I found the only hope is the overdrive power but you don't have enough of these to make it sustainable with the number of high hp mobs.

Am I the only one who is seeing these bullet sponge enemies?

Devs: i would rather see more interesting enemies (ogres, armored, than just blanket making every mob a bullet sponge. It's a very lazy approach to just artificially increase the difficulty for players in later runs. Quality intelligent programing > lazy / easy methods to increase difficulty.
Last edited by gjhall99; Feb 2 @ 8:58am
Zouls Feb 2 @ 9:15am 
Originally posted by gjhall99:
This is only true on the first mission run. The enemies get to be serious bullet sponges on the 2nd run, starting on mission 2 / 3 and a single player gets seriously outgunned, you just can't dish out enough damage. I am playing max and his bomb attack no longer kills mobs at all, just damages them. Traps are a joke with their small damage / high reset time compared to the hp of the mobs, even fully upgraded traps. Mobs are getting 5x the hp, when traps just get minor dmg boots. Yes it seems over kill on the first missions, but i don't even want to imagine 3rd and 4th missions and waves. I found the only hope is the overdrive power but you don't have enough of these to make it sustainable with the number of high hp mobs.

Am I the only one who is seeing these bullet sponge enemies?

Devs: i would rather see more interesting enemies (ogres, armored, than just blanket making every mob a bullet sponge. It's a very lazy approach to just artificially increase the difficulty for players in later runs. Quality intelligent programing > lazy / easy methods to increase difficulty.

how many bosses have you killed?

also again in the kindest way possible it sounds like an issue of your trap use and placement, you call for interesting enemies but the biggest tank reasons are support enemies which you can go and manually kill, the green big dots on the map lowers damage by like 90% on all units around them.

likewise trolls regen health if you arent burning them, and you have so many options for long duration dots and slow traps.

its all a matter of building to handle it.
The 2 Rift map is pretty easy solo. I mean yeah you may need to run it a couple times for more traps that fit your play style, but mostly just run the enemies in a line over your traps.

People tank about Kill boxes like actual big boxes enemies get hit from every side, but they tend to run shortest path possible. so just follow the ghost path and move it/ build on it to kill stuff. hunt green dots, and use the terrain to your advantage (purple dots climb ledges, only barricades)
Zouls Feb 2 @ 9:54am 
Originally posted by O.D.Beefalo:
The 2 Rift map is pretty easy solo. I mean yeah you may need to run it a couple times for more traps that fit your play style, but mostly just run the enemies in a line over your traps.

People tank about Kill boxes like actual big boxes enemies get hit from every side, but they tend to run shortest path possible. so just follow the ghost path and move it/ build on it to kill stuff. hunt green dots, and use the terrain to your advantage (purple dots climb ledges, only barricades)

i agree with you but i want to correct something

", but they tend to run shortest path possible."

they actually dont which is fairly interesting, they run whatever path leads them there that doesnt go backwards essentially.

so if you have a path that is 10m, 20m and 30m but all leads to the rift the orcs will split up and do every path such that you cant just ignore and keep open slightly longer paths, because if you do they will take them and you will leak.
Originally posted by gjhall99:
This is only true on the first mission run. The enemies get to be serious bullet sponges on the 2nd run, starting on mission 2 / 3 and a single player gets seriously outgunned, you just can't dish out enough damage. I am playing max and his bomb attack no longer kills mobs at all, just damages them. Traps are a joke with their small damage / high reset time compared to the hp of the mobs, even fully upgraded traps. Mobs are getting 5x the hp, when traps just get minor dmg boots. Yes it seems over kill on the first missions, but i don't even want to imagine 3rd and 4th missions and waves. I found the only hope is the overdrive power but you don't have enough of these to make it sustainable with the number of high hp mobs.

Am I the only one who is seeing these bullet sponge enemies?

Devs: i would rather see more interesting enemies (ogres, armored, than just blanket making every mob a bullet sponge. It's a very lazy approach to just artificially increase the difficulty for players in later runs. Quality intelligent programing > lazy / easy methods to increase difficulty.

Yeah, they get way too tough way too soon, whilst you only get MINOR buffs between maps, such as +15% to damage or 10% to balista range. I can't see how this can compensate for enemies have +500% hp... So far I always get destroyed Map 4 (2nd boss) and I've played ALL previous games.
Zouls Feb 2 @ 12:43pm 
Originally posted by FadingHope:
Originally posted by gjhall99:
This is only true on the first mission run. The enemies get to be serious bullet sponges on the 2nd run, starting on mission 2 / 3 and a single player gets seriously outgunned, you just can't dish out enough damage. I am playing max and his bomb attack no longer kills mobs at all, just damages them. Traps are a joke with their small damage / high reset time compared to the hp of the mobs, even fully upgraded traps. Mobs are getting 5x the hp, when traps just get minor dmg boots. Yes it seems over kill on the first missions, but i don't even want to imagine 3rd and 4th missions and waves. I found the only hope is the overdrive power but you don't have enough of these to make it sustainable with the number of high hp mobs.

Am I the only one who is seeing these bullet sponge enemies?

Devs: i would rather see more interesting enemies (ogres, armored, than just blanket making every mob a bullet sponge. It's a very lazy approach to just artificially increase the difficulty for players in later runs. Quality intelligent programing > lazy / easy methods to increase difficulty.

Yeah, they get way too tough way too soon, whilst you only get MINOR buffs between maps, such as +15% to damage or 10% to balista range. I can't see how this can compensate for enemies have +500% hp... So far I always get destroyed Map 4 (2nd boss) and I've played ALL previous games.

they get 50% hp per map so im impressed you already got to map 10, gj my guy. glad to see it.

make better trap setups.
For those saying it's easy, wait until the 3rd map in a mission and see how the enemies become insanely buffed in HP. Your traps and you cannot dish out enough firepower. You barely have enough barricades to choose where you want your kill box, You have to put barricades to limit the numerous openings to the rift. Assuming the map has no corruption which blocks the barricades.

I have all dmg upgrades using max and it will take me 20- 30 shots to kill a corrupted kobol in the 2nd run 3rd mission (they come in pairs, so that's 60 shots which is an eternity when your kill box is getting overrun, then comes the assassins which I'd say 30 - 40 shots for those. That is the insane high hp enemies start to get mission 3+ on the runs. Tell me it's so easy after you play those levels. My only hope in those rounds is the ivy patch (spreads) and flame ceiling trap to earn extra coin to get more traps put up but some maps are so bad you don't have the chokepoints or the area (ie no ceilings).

For those comments about ballistas, in the waves i'm referring , i have 20+ frost ballistas up and they can't even kill a single flying mage (all of them), that is how high the hp's of the mobs are. There needs to be an update where the player can determine the target priority of traps. i would rather have ballistas target flyers before the ground units. Seriously nerf those high hp mobs, it is not fun and you are taking the lazy approach to making it artificially difficult with the hp buff tactic.
Zouls Feb 4 @ 10:32pm 
Originally posted by gjhall99:
For those saying it's easy, wait until the 3rd map in a mission and see how the enemies become insanely buffed in HP. Your traps and you cannot dish out enough firepower. You barely have enough barricades to choose where you want your kill box, You have to put barricades to limit the numerous openings to the rift. Assuming the map has no corruption which blocks the barricades.

I have all dmg upgrades using max and it will take me 20- 30 shots to kill a corrupted kobol in the 2nd run 3rd mission (they come in pairs, so that's 60 shots which is an eternity when your kill box is getting overrun, then comes the assassins which I'd say 30 - 40 shots for those. That is the insane high hp enemies start to get mission 3+ on the runs. Tell me it's so easy after you play those levels. My only hope in those rounds is the ivy patch (spreads) and flame ceiling trap to earn extra coin to get more traps put up but some maps are so bad you don't have the chokepoints or the area (ie no ceilings).

For those comments about ballistas, in the waves i'm referring , i have 20+ frost ballistas up and they can't even kill a single flying mage (all of them), that is how high the hp's of the mobs are. There needs to be an update where the player can determine the target priority of traps. i would rather have ballistas target flyers before the ground units. Seriously nerf those high hp mobs, it is not fun and you are taking the lazy approach to making it artificially difficult with the hp buff tactic.

"For those saying it's easy, wait until the 3rd map in a mission"

all of saying its easy has reached map 3 my guy, its not that hard, its all trap based.

people keeps saying "killbox killbox killbox" which is why you lose cause you spend no time doing damage outside of the area, which is super important to soften up enemies due to high reset timers.

"i have 20+ frost ballistas up and they can't even kill a single flying mage " yeah cause they do virtually no damage and are a CC trap, you need crossbow ballista or an actual damage trap for them, they ahve like 50 damage and a 17 second CD, so clearly you are wasting your coins here.

its all a literal skill issue man, fliers are in a weird spot i agree because if you dont spam crossbow ballista then you need to manually deal with them, which is just kinda how it is right now, but for the other big enemies there are so many ways to handle them.
This Game is way to easy, solo dont need buffs.
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Date Posted: Jan 28 @ 10:29am
Posts: 29