Dungeon Defenders

and while Mana Bomb is strong its recharge is horrendous.

Not just that, but the charge time - there was an App charging a mana bomb yesterday, charging a Mana Bomb and I didn't realise - by the time it went off, I'd completely cleared his lane running through with Piercing Shot :p
 
Not just that, but the charge time - there was an App charging a mana bomb yesterday, charging a Mana Bomb and I didn't realise - by the time it went off, I'd completely cleared his lane running through with Piercing Shot :p

Hehe, tbh I've never actually used it first hand so I don't know what the casting time is like, but I imagine you'd have to use Overcharge just before it really. But yeah for the same cost you can fire 5 piercing shots which rip through everything. It does frequently scare the crap out of me when it suddenly goes ARGHBOOM! extremely loudly when I'm not expecting it.
 
It's not that slow if you've put a few points into it tbh. It takes maybe 1 to 1.5 seconds in that situation (I'm sure it'd be more like 0.5 if you properly spec'd it).

But yeah, it still pales in comparison compared to piercing shot.

Sadly I have a meeting this morning and then work to do most of this week. I think my infinite time to play DD is slipping away :*(
 
Yeah, it was an awesome week :D

It was quite good timing - several pieces of work finished at once and I was waiting around for other people to do stuff before I could continue on some other projects. Add on to that some of my team being away from the office and you're on to a winning recipe :p
 
Well, one last picture of my new bow before the nerf hits us tomorrow. Piercing shot currently does 33k. I'm guessing it'll do a little over half of that this time tomorrow :S

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Holy crap they went to town on the Squire. 33% damage and 25% rate of fire? My Harpoons that my Squire uses for Glitterhelm Hard solo were doing 3300+ every 0.69ish last night, this morning they're doing 1500 every 0.78. Bowlings seem more accurate for 33% and 25% reduction though.

Really not sure I wanna see the 30% they did to Piercing Shot anymore ><

Edit: Going by the forum they went to town on Piercing Shot too. Damage is less than it was and they upped the recharge slightly.

Editedit: Actually I'm not sure what the whining is about, Piercing Shot was about 30% less damage and its recharge doesn't seem THAT different. They did severely lower the van wolfsteins damage though apparently.
 
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Looks like they're un-nerfing the squire towers and piercing shot. At least partially.



Upcoming Patch (ETA 11/1/2011)
7.06b
* Fixed Private Match joining bug. Temporary workaround for 7.06: If you are experiencing issues joining a friends match or friend joining yours, toggle the Show/Hide Match button in the pause menu.

* Increased Squire Tower DPS by 30% from 7.06 (sorry about the over-nerf folks -- some reduction was necessary but that was too much)
* Increased Squire Harpoon, Bowling Ball, & Slicer HP ramps by 25%
* Increased Huntress Piercing Shot Damage Ramp by 15%
* Increased repair speed vs Tower HP (higher HP towers will now repair significantly faster than before, as exponential falloff is applied to the repair time)
* Slice & Dice Tower Z-check will only ignore stuff well above it, not below it (so it'll once again chop goblins and such approaching from below)
* Reduced Kobold explosion AoE to pre-7.06 value
 
Well, my VW is doing 80k DPS now...but the piercing shot is a joke (12k or so). Hopefully the upcoming reduction of the PS nerf by 50% will improve this.

I guess the weapon is balanced now but all in all..pah :p

I'd much prefer that they reduced the damage slightly less but reduced the number of shots by one. With this the dps could've been similar (or even slightly less) but with a piercing shot that is more useful. Oh well.

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I've managed to get myself to Level 19 with an Apprentice online in the last couple of nights with just a few hours play :D I was a bit miffed to find out that my local character couldn't be used online after playing with it for a few weeks to get used to things :o
 
I've managed to get myself to Level 19 with an Apprentice online in the last couple of nights with just a few hours play :D I was a bit miffed to find out that my local character couldn't be used online after playing with it for a few weeks to get used to things :o

You can use it online on open but then you'll probably have to contend with modded characters. Better to stick to Ranked imo. It has some hacking problems but I've only seen 1 or 2 and they're working to ban them anyway.
 
Bug fixes / Feature Additions:

Rebalanced/redesigned Spooktacular spawns and added Leaderboard & Stats collection – Thanks Tsuda!
Made Spooktacular skins unlockable by beating Spooktacular on hard (per hero class), though second set of weapons remain Insane-only
Fixed various Spooktacular mission bugs
Fixed chatbox getting stuck during level transitions
Make costume unlock requirements clear in the costume selection
Allowed mission unlocking/downloads at the mission selection screen
Reduced self-heal mana cost ramp (cheaper to heal at high HP’s now)
Added “Drop All Mana” key, default “M” key, and keybinding added to configuration tool
Fixed problem with Familiar attack rate being effectively capped (there was indeed a bug with this), and renamed the Familiar Attack Rate stat to “Attack Speed Bonus”. Now high-Attack-Rate familars are way, way, way more effective.
Made practice dummies average DPS over 5 seconds for a more accurate reading
Fixed potential double-upgrade bug with superfast mouseclicks
Moved bonus-item crates back into the main section of the Halloween Tavern, out from the Secret Room
Added Pause menu option to “Hide Game”, which delists the game and prevents anyone else from joining it. Useful for turning public match into a private match, or making a private match totally unjoinable even by your friends.
Fixed bug in algorithm to determine gear stat allocations, that was making high-end gear less likely to have Defense Damage and Defense AoE stats.
Removed Non-Infinite Build Time Option for Easy, Medium, Hard
Fixed bug where Squire would turn around when entering block in Chase Cam
Pets will now attack one of the Practice Dummies in the Tavern so you can check your Pet DPS
Added button (Default “G”) to remote-activate your Eternia Crystal so you can begin the Combat phase from wherever you are

Balancing Changes:

Made Genie pet’s “Grant Mana Bonus” upgradeable, and made him grant more Mana proportionate to how much its “Grant Mana Bonus” is upgraded
Nerfed Spooktacular “Van Wolfstein” weapon about 40%, and Huntress Ability ‘Piercing Shot’ about 30%
Increased speed of Apprentice Staff “knockback” animation by 40%, and increased its maximum (fully charged) damage output by 50%
Nerfed Bowling Ball & Harpoon Turrets a bit more: bowling ball & harpoon damages reduced by about 33%, attack rate reduced by about 25%, bowling ball projectiles now limited to 6 hits before breaking, harpoon projectiles now limited to 12 hits before breaking.
Slice and Dice Tower no longer has such a vertical sweep to be effective against enemies above it
Reduced Energy Drain rates on Electric and Ensnare Monk Auras
Increased Insane/Post-Insane Kobold Damage by 20% and Kobold Explosion Damage radius by 20%
20% increase to Spike Blockade HP & its exponential HP ramp
30% better exponential damage ramp on Squire Circular Slice
40% reduction on Imp/Engy repair costs
 
You're late :p

Especially as these are the upcoming changes that should be hitting today/tonight/tomorrow morning.

Upcoming Patch (ETA 11/1/2011)
7.06b
* Fixed Private Match joining bug. Temporary workaround for 7.06: If you are experiencing issues joining a friends match or friend joining yours, toggle the Show/Hide Match button in the pause menu.

* Increased Squire Tower DPS by 30% from 7.06 (sorry about the over-nerf folks -- some reduction was necessary but that was too much)
* Increased Squire Harpoon, Bowling Ball, & Slicer HP ramps by 25%
* Increased Huntress Piercing Shot Damage Ramp by 15%
* Increased repair speed vs Tower HP (higher HP towers will now repair significantly faster than before, as exponential falloff is applied to the repair time)
* Slice & Dice Tower Z-check will only ignore stuff well above it, not below it (so it'll once again chop goblins and such approaching from below)
* Reduced Kobold explosion AoE to pre-7.06 value
* All Elemental Towers & Traps & Auras will no longer trigger/target on enemies that are of that element type
* Increased DST Attack Rate Ramp by 10%
* Increased Lightning Tower AOE Ramp by 15%
* Increased Fireball Tower splash radius 33% and 25% projectile flight-speed increase
* Increased Monk Electric & Ensnare Aura Longevity by 15%
* Implemented exponential falloff to Mage Staff Knockback radius to prevent overlage values
* Beefed up Ogre's HP in singleplayer by 40%
* More dropped items are allowed on the ground proportional to how many players are in the game
* You are now given the tutorial achievement in Ranked mode (again), so that you can progress towards Legendary Defender
* Make Spooktacular a teensy bit more difficult: more simultaneous enemies and a slightly tougher enemy ramp. On the other hand, made Spooktacular loot drops (not rewards) better and more rare.
* Fixed bug where Auras weren't reporting Summoned to the status text area

On and as for the Halloween map... who needs Battlfield 3 :p

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Update out.

Piercing shot now up to 13.1k :S I really wish they would be careful with the way they document their patch notes. At the moment I basically assume that they're implementing something in the worst possibly way from a player's damage output viewpoint. This seems to be fairly accurate.

My squire towers are now doing just over 2k per hit and firing once per second seemingly - despite the attack rate saying 0.76. *shrug*
 
Damn it's just done it again....1 and half hours in again and kick.

Halloween hard ? i did it on easy :p
The guys i play with just keep starting new guys...im level 70 but im repeatedly playing with guys who never seem to reach 30.
 
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