Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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New update actually Goated
Thread reroll, magic barricade made the game changer already

Feels soo much better, devs doing amazing job with this update :praisesun:
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Showing 1-15 of 25 comments
Talon Feb 7 @ 1:12pm 
Yes! now to make more interesting paths instead of the same old 1-3, gonna be super fun.
So good, glad the dev team is so responsive, adding extra ways to deal with flyers is also amazing
yeah that was a very good looking update. The only issue I seen in it was the change to give 100 skulls for killing a boss is rather trivial since you can get skulls so easily. The HP reduction on gamble from 50->25% makes the penalty for taking bosses low enough that I'd still consider it a lot more than I would before.
Robot Entertainment Community  [developer] Feb 7 @ 1:38pm 
We are hoping you all will enjoy and can't wait to see the killboxes you create!
Krog Feb 7 @ 1:44pm 
Now we just need another 3 maps with 3 possible rift locations and the ability to make a deck of possible threads because I have had a few terrible runs where I was only getting crap.
Robot Entertainment Community  [developer] Feb 7 @ 2:15pm 
Originally posted by Krog:
Now we just need another 3 maps with 3 possible rift locations and the ability to make a deck of possible threads because I have had a few terrible runs where I was only getting crap.
Patience. We do have some great things on the way. :)
Krog Feb 7 @ 3:02pm 
Originally posted by Robot Entertainment Community:
Originally posted by Krog:
Now we just need another 3 maps with 3 possible rift locations and the ability to make a deck of possible threads because I have had a few terrible runs where I was only getting crap.
Patience. We do have some great things on the way. :)

I'm hyped for all the things to come. Great work so far, I've had a blast playing with friends.
Does anyone know if the new barricade is supposed to be unaffected by the Cheaper Floor Traps upgrade in the skill tree? It was definitely affected by the mission card which doubles cost of floor traps, so I'd assume this is a bug.
The fact that the barricades cost twice as much as even the mine cart dispensers is honestly hilarious. Well done Devs.
KellyR Feb 7 @ 6:28pm 
TBH the new update makes the game ludicrously easy. But we have a difficulty slider, so I guess that's not much of an issue.
Originally posted by Spynal Toad:
The fact that the barricades cost twice as much as even the mine cart dispensers is honestly hilarious. Well done Devs.

When upgraded they do give +50% dmg buff to all adjacent traps and cost 3k. Reasonable price for all the value (possible 4 trap buff + path block)
Shuski Feb 7 @ 6:40pm 
Originally posted by Rubyeyed:
Originally posted by Spynal Toad:
The fact that the barricades cost twice as much as even the mine cart dispensers is honestly hilarious. Well done Devs.

When upgraded they do give +50% dmg buff to all adjacent traps and cost 3k. Reasonable price for all the value (possible 4 trap buff + path block)

You can boost 6 traps if you offset the traps.
Originally posted by KellyR:
TBH the new update makes the game ludicrously easy. But we have a difficulty slider, so I guess that's not much of an issue.

I'm running into that issue now too. I'm just toying around at 1.5 difficulty while I rack up kills for last achievement but suddenly I'm at mission 11 cleared and not only is it still easy it feels like each level gets easier. After looking at my gained threads it is no wonder it is easier though since 25% hp gain doesn't keep up to these bonuses

Some examples I picked up in my last few missions. 50% increased duration of fire is very good, but the 50% increased duration on freeze effects is just insane. Max's personal upgrade thread is 25% damage increase up from 15 which literally negates an entire mission's hp gain by itself. 25% price reduction of ceiling traps is practically a 33% ceiling damage increase since we rarely cap out on ceiling space.

On the plus side anybody who was struggling to get skulls will now be drowning in them. On the downside with the # of missions you can complete without losing more than doubling, the completion time for a run is getting insane.
Last edited by chuckberts; Feb 8 @ 3:39am
Ara Feb 7 @ 9:38pm 
Just my 2 cents: Great upgrade overall, mostly happy. Feedback:
-Skip makes no sense - I thought it was 'banish' until I actually tried it one round. 5k to just skip a round of upgrades? Why? None of them are so bad that I'd pay 5k to skip choosing one of all 3 - even if it takes all 3 out of rotation (not sure it does). Banish would make more sense, but 5k is still very high for that.
-Please please, take the existing maps and add more portal locations. The maps are large and beautiful, give us reasons to set up in other locations in them and force us to change up our strategies. If you have stages where the crystal/portal is normally centralized and its too easy to defend a corner....add two portals/crystals, maybe at opposite corners of the map. Sometimes this'll be harder/easier than centralized defense, that's fine. Roguelike!
-Similar line of thought, maybe add more doors to stages and vary which ones open.
-I'd love to see more risk/reward choices in runs. Make a wave all heavies, or all fliers, or send optional minibosses, or open an additional door, etc. in exchange for more rune coin, or another thread, or whatever. I know this one's a tough ask because they can be tricky to balance.
Originally posted by Ara:
Just my 2 cents: Great upgrade overall, mostly happy. Feedback:
-Skip makes no sense - I thought it was 'banish' until I actually tried it one round. 5k to just skip a round of upgrades? Why? None of them are so bad that I'd pay 5k to skip choosing one of all 3 - even if it takes all 3 out of rotation (not sure it does). Banish would make more sense, but 5k is still very high for that.
-Please please, take the existing maps and add more portal locations. The maps are large and beautiful, give us reasons to set up in other locations in them and force us to change up our strategies. If you have stages where the crystal/portal is normally centralized and its too easy to defend a corner....add two portals/crystals, maybe at opposite corners of the map. Sometimes this'll be harder/easier than centralized defense, that's fine. Roguelike!
-Similar line of thought, maybe add more doors to stages and vary which ones open.
-I'd love to see more risk/reward choices in runs. Make a wave all heavies, or all fliers, or send optional minibosses, or open an additional door, etc. in exchange for more rune coin, or another thread, or whatever. I know this one's a tough ask because they can be tricky to balance.

Skip also gives you one free barricade to use for the rest of the run, so it is like the threads that increase your barricade limit by 1.
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