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Runes and uncapped wrath levels started making things a lot more challenging (But again, these are very unbalanced, some runes are easy as hell while others are just unfair to the max, such as +300% movement speed). But once you beat one of those maps, you get a boatload of experience handed to you, so your power level rises even faster and you need to use even more wrath levels and stronger runes for the game's difficulty to keep up with you.
And that just kept escalating, way too fast, you end up with billions of xp for a map even after the rune skill xp% nerf and nothing to oppose you if you pick the "right" runes.
Yes, exactly this.
Hey, anything's possible. This game have amazing potential imo, but it has so much going on, it's chaos.
In DW1, stats were fixed. You could buff your traps, but only to a certain predictable point. It only helped you so much. Stats were limited. There was no enemy weight statistic, so push and throw traps did the same thing every time. Enemies had set speed, so you didn't have to work around them.
I think the game needs a total overhaul of the core modifers.
1. No more weight stat. It kills push traps and etc.
2. No more movement speed.
3. Limit the levels of traps to, say, 500. This also helps give more value to things like a +3 chakram ability. What does +3 matter when my Chakram trap is level 2,999?
This alone will make throwing and pushing traps more valuable. You can still have haste totems, invincibility totems, etc. You can still have enemies with huge HP, enemies that grow their damage resistance, which will also make throwing traps valuable again.
These three changes would prooooobably fix most issues I've seen.
Ex: If you used a spring trap in DW1, it would throw enemies 1-3 tiles away. They could land in the pit beside the path, or potentially jump the pit and land safely on the other side. You had to get creative with barricades.
But now? Enemy weight could be 100% higher, and your trap has... what? 200% physical force? No force bonus? What do those mean? How do they interact?
Damage is easy. I can look at an enemy's HP and my trap's damage and see what it does. But weight? It's a shot in the dark. I can't see their weight easily, nor is the stat for my physical force bonus listed anywhere. Even if it were, I have no idea how it's calculated.
In fact, I would say that botching weight is the single worst aspect of DW2, knock on wood. Enemy speed and unlimited trap levels come as a close second and third.
The general reception is that the game is too easy and unchallenging. Indeed, we sought to tune the difficulty down from the original. But the main issue here is that the player's level - firepower curve is much steeper than the tier - monster difficulty curve.
I've been trying to match the two curves by decreasing the steepness of player's firepower curve, but it seems to annoy the players when their favorite trap gets nerfed so I'm thinking of another ways to iron out the issue. I must admit that the game needed more play testing and balancing. We're working very hard to make up for the mistakes. We'll be releasing a major balance change update soon. I hope it will make up to the disappointment.
It's great to hear what you said. I just want to say, that my dissapointment is with part of the game, and still love Dungeon Warfare series, and I hope and care for DW2 to be the best it can be. And it's awesome to see how active you are after release.
Also hopefuly you will have a fruitful exchange with Klokinator.
My concern with the Singularity skill is that, not only is my lonely Bolt trap in 'machine gun' mode, point for point, this is the largest Rearm Speed increase in the entire Skill tree (yielding +10% per point) BUT since actually my lonely Bolt Trap has the best placing in my kill zone on each map, I only had to pay for ONE, while it actually performs like I had ~8 (not entirely true ofc) on the same tile... While I don't know that cost of the traps out of my head, let's say it's 2.5k gold, that onetime investment is actually worth ~8 times that amount...
This only gets worse when you consider stuff like the Teleport Trap (mine has 0.44 cooldown), the Shockwave Generator fires 3 times per second, Black Hole (0.55) and the Dart Trap redefines the meaning of gattling cannon with its ludicrous 0.07 cooldown and built in knockback from the upgrade.
And yes, I have the unique that allows me to field TWO traps instead of one affected by Singularity which further compounds the effect...
Making it to Endless (no runes) wave ~360 with two Bolt Traps, some slimes, the Freezer, Blackhole, Soul Trap (Impending Doom is awesome) and then with 2 Teleporters to guard the Portal was more an excercise in patience then an actual challenge. (I did cover most walls with Soul Traps to prevent Wall Totems but left some for the Shockwave Generators to farm xp, good tip ;)).
Since there is no cap on Singularity, every 10 points you're about doubling your effectiveness for those traps, both regarding count and cost. Those same 10 points in the Brute skill to increase Rearm yields a measly +10% on each trap, which means to even out you'd need 10 built traps for the same effect (not including Link)...
I'd suggest capping Singularity to +300% (which is about lvl 30), this is still awesome but not as rediculous, it's still the best investement but now it's no longer the ONLY investement you'd make after maxing the XP & Gold increases...
Which leads me to point out a problem with the Greed skill Bribery, since this is a requirement for Avarice, you cannot remove it if you'd still want to use it. Avarice also required Scavenge, now, when playing Endless, you'll only lose if you lost all your lives, which Bribery tries to prevent, until you have no more Gold to cover the loss. As such, if you lose naturally on Endless, you're being 'forced' to miss the XP benefit you'd gain from Scavenge.
Unless this was intended, it would be nice if you could shuffle the skills around a bit so that if I want to play endless, I'd have to option to switch off Bribery in order to benefit from Scavenge while still enjoying Avarice's gold increase.
That's less then half the level you're hinting at, besides, since you can just move the points later on, I'm not sure that your point has any validity to the issue I'm reporting...