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[Dungeon Defenders] Now with Awakening Beta flavour!!

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Magic Pink wrote: »

    The biggest downside from the patch is the new Social / Entry Tavern, I wouldn't mind it so much if it had no target dummies and disabled defense building in it. As is, it creates a lot of lag, and is annoying trying to get through it every time you open or close the game.

    What the hell, they did that AGAIN? They took it out after all the complaints they got about it after they put it in that new version of DD1 now they roll it out for this. That's ridiculous. It's really killing my interest in this now, strangely.

    Well, it is an Alpha / Beta, so they are supposed to be testing things and improving. I like the idea behind the Social Tavern, where you can see other players so the game feels less like a deserted island, just the current implementation is lacking, which they have already said they will be improving.

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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Some new features being introduced with Foundation Part 2

    https://www.youtube.com/watch?v=4AXKvnN07so&feature=player_embedded

    Having a vote kick function looks really good, and it is less likely to be abused than in DD1 because loot is not shared in DD2.

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    MWO: Adamski
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    Hitmonchan107Hitmonchan107 Registered User regular
    Having a vote kick function looks really good, and it is less likely to be abused than in DD1 because loot is not shared in DD2.

    We're cautiously optimistic about it. We're adding it in to see how our community reacts to it, and we're going to use their feedback to see where the feature goes in the future.

    iamisom, Community Manager for Dungeon Defenders
    Twitter: @iamisom
    Currently Playing: Dungeon Defenders II (PC), Warframe (XO), Metroid Prime Trilogy (Wii U)
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    PolaritiePolaritie Sleepy Registered User regular
    Having a vote kick function looks really good, and it is less likely to be abused than in DD1 because loot is not shared in DD2.

    We're cautiously optimistic about it. We're adding it in to see how our community reacts to it, and we're going to use their feedback to see where the feature goes in the future.

    Yeah, everyone having their own loot drops removes the main incentive to be an ass.

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
    PSN: AbEntropy
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Got my 3 tower spec heroes to 25 now so took my dps huntress into the public games. A lot of fun playing with other people again though some have some funny ideas on defense placement

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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited March 2015
    And tried out the 25+ Ramparts, got 3 or 4 legendary drops and 6 or 7 mythicals in a single run, wowzers. It was a lot tougher than the 20+ ramparts, but nothing my defense emplacements couldn't handle.

    EDIT: Now, to see what 25++ is like...

    Gnome-Interruptus on
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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    LOL, 25++ is so much harder, first wave no issue, second wave, an Ogre & Hero Dark Mage at the same time in the same lane. Didn't help that all 3 of my hero deck were Tower Spec.

    IMO it looks like 25++ and Incursions will be very much a group only type of dungeon.

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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited March 2015
    And Foundation Part 2 is coming out on Thursday, here's the patch preview:

    https://www.youtube.com/watch?feature=player_embedded&v=BQpvJs6SmMs

    Hard Mode

    It’s back! Hard Mode will be available on Campaign, Free Play and Incursions. Enemies in Hard Mode have increased speed, damage, health, and most importantly, resistances. It’s our goal that players will have to pay attention to enemy billboards and counterplay enemy resistances with the appropriate defenses. As your reward for tackling this new challenge, loot drops in Hard Mode are about 10% better than their Normal Mode counterparts.

    Ability Rebalance

    Foundation: Part I focused on defense balance. Part II focuses on the role of DPS heroes in relation to the game. Abilities across the board have received an increase in damage and effectiveness, making Ability Power and Hero Damage builds more enticing.

    Hero Deck Changes

    Rejoice: You no longer have to remove heroes from your deck! This is particularly good news for players using multiple heroes to progress through Campaign. In Public Matches, heroes that are below the level requirement will be unavailable for swapping, but in Private Matches, you can switch to any hero in your deck, regardless of level requirements. We feel that bringing lower-level heroes to high-level maps in Public Matches is a form of griefing, but doing so in the comfort of your Private Match is a-ok.

    Player Kicking

    Need to remove an AFK player? Is someone being vile? Never fear: Vote kick is here! We’re keeping a close eye on community feedback to determine how effective this feature will be.

    Vote Kicking requires a majority vote in Public Matches. If more than 50% of a group votes a player out of a match, that player will be kicked to the Title Screen. In Private Matches, the leader has the sole power to kick.

    Inventory Improvements

    It’s bigger and better! The Forge UI screen is wider, allowing you to see more information and more inventory space at any given time. Best of all, you can now select entire bags at a time and sell them in one fell swoop.
    Hard Mode

    It’s back! Hard Mode will be available on Campaign, Free Play and Incursions. Enemies in Hard Mode have increased speed, damage, health, and most importantly, resistances. It’s our goal that players will have to pay attention to enemy billboards and counterplay enemy resistances with the appropriate defenses. As your reward for tackling this new challenge, loot drops in Hard Mode are about 10% better than their Normal Mode counterparts.

    Gnome-Interruptus on
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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited March 2015
    LOL, 25++ is so much harder, first wave no issue, second wave, an Ogre & Hero Dark Mage at the same time in the same lane. Didn't help that all 3 of my hero deck were Tower Spec.

    IMO it looks like 25++ and Incursions will be very much a group only type of dungeon.

    Looks like I was way wrong on this. I spent some time with public groups using Hero DPS gear on my Tower Spec heroes, and just let other people build (it feels nice that I can contribute damage, and my presence also upgrades every ones item drops because the more people in a dungeon the better the loot). I have so far upgraded my gear from an average of 85 to an average of 100. What this means is that the 25++ is now easily soloable by just my defenses. Hopefully once I get to an average of 125 I can solo the incursions. (Current cap seems to be a gear average of ~160)

    Gnome-Interruptus on
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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    https://www.youtube.com/watch?v=BQpvJs6SmMs&feature=player_embedded
    Features

    Hard Mode

    Hard Mode increases lane pressure through increased raw power and speed on enemies. We tuned the experience around having a full Hero Deck and maximizing your use of multiple heroes. You can access Hard Mode on each map and on each playlist from the map selection screen.
    •Enemies on Hard Mode have higher base health and increased health gains per level.
    •Enemies also gain a small increase to move speed as they increase in levels.
    •Enemies with resistances have increased resistances in Hard Mode.
    •Stats and Special Stats on Hard Mode loot are 10% better than their Normal Mode counterparts.
    •Note: Hard Mode is meant to be an alternate progression through the game. Players who are currently maxed out will probably not struggle to complete it. There will be more content in the future to entertain endgame players. Please let us know how you feel about Hard Mode playing through it with a level 1 hero.

    Player Kicking
    •Players can now remove AFK/toxic players from a match!
    •The Kick option is available on the Game Menu screen.
    •In public games, kicking requires a majority vote.
    •In private matches, the leader has free reign to kick players from a group.

    Hero Deck Improvements + Powerleveling
    •Players no longer have to remove heroes from their deck if the hero does not meet the level requirements.
    •In a public match, players are unable to swap to heroes that are below the level requirement.
    •In a private match, players are able to swap to any hero, regardless of the level requirement. So you can now powerlevel your heroes in a private match!

    Forge Updates + Select All Items
    •We’ve widened the Forge, allowing players to see more information and more bag slots at any given time.
    •Players are now able to select entire bags at a time, including the Temporary Item Box, which should make selling items much faster.
    •Updated bag sizes for standard (16 slots) and premium (32 slots) bags. Players will be able to purchase an additional 7th bag slot (up from 6).
    •New visual feedback on inventory icons makes it easier to see item rarities, selected items for selling, equippable/unequippable items and items that are currently selected for Item Enhancement.

    New Legendary Weapons
    •Four new Legendary Weapons, one for each hero! Plus, a new Legendary Shield for the Squire!
    •The four previous gold Legendary Weapons received a makeover. All previously earned items should be updated to the new look.

    New Enemy Death Animations
    •Enemies now die in hilarious new ways!

    Balance

    Apprentice
    •Increased base damage to 175 from 125.
    •Increased Hero Damage scale to 2 from 1 per attack.

    Arcane Volley
    •Increased base damage to 250.
    •Increased ability point scale to 3.01.
    •Increased projectile speed.
    •Increased Mana cost to 35 from 25.

    Tornado
    •Increased base damage to 400.
    •Increased ability point scale to 1.34.

    Mana Bomb
    •Increased base damage to 960.
    •Increased ability point scale to 7.6.

    Huntress
    •Increased base damage to 200 from 175.
    •Increased Hero Damage growth per level to 2 from 1.6.
    •Increased Hero Damage Scale to 2.4 from 1.8.

    Concussive Shots
    •Increased base damage to 400.
    •Increased damage value per ability point to 2.97.
    •Increased stun duration to 3.1 seconds.

    Oil Flask
    •Increased oil flask oiled duration to 10.2 seconds.
    •Increased ability point scale to 7.42.
    •Increased base damage of the initial hit to 500.
    •Increased burning base damage to 100.
    •Increased burning damage to 2.1 per ability point.
    •Increased burning duration to 6.1

    Piercing Shot
    •Increased base damage to 900.
    •Increased ability point scale to 10.1.
    •Increased projectile speed.
    •Reduced Mana cost to 75 from 100.

    Monk
    •Reduced base damage to 125 from 150. (More info)
    •Reduced Hero Damage growth per level to 1 from 2.


    Skyguard

    We tweaked the Skyguard scalars, increased its range and added some utility. These changes will encourage players to seek out new combos from the tower and make it the dominant Defense against Airborne enemies.
    •Skyguard Tower applies a slow effect on hit.
    •Increased Skyguard attack rate.
    •Increased Skyguard gains from defense speed. Base attack rate is now 1.95 up from 2.43.
    •Reduced damage scalars per tier
    1.Tier 1: 1.5x DP
    2.Tier 2: 3x DP
    3.Tier 3: 4.5x DP
    4.Tier 4: 6x DP
    5.Tier 5: 7.5x DP
    •Increased base range to 35m.

    Pole Smash
    •Increased base damage to 375.
    •Increased ability point scale to 5.41
    •Increased attack range to 550.

    Chi Blast
    •Increased base damage to 425.
    •Increased ability point scale to 3.77.
    •Increased attack range to 550.

    Heroic Wave
    •Reduced buff duration base to 8.1 seconds.
    •Reduced buff duration scalar to 0.003 seconds per ability point.
    •Reduced healing per cast to 1.01 per ability point.

    Squire
    •Reduced base damage to 125 from 150. (More info)
    •Reduced Hero Damage growth per level to 1 from 2.

    Seismic Slam
    •Increased stun duration to 3.6 seconds.
    •Increased ability point scale to 5.24.
    •Increased base damage to 600.

    Sword Beam
    •Increased base damage to 400.
    •Increased ability point scale to 4.01

    Provoke

    It was possible in certain circumstances to have 100% uptime for Provoke. We're OK with that, we just thought it was too easy to build, and it trivialized a fair bit of content. We’ve scaled down its uptime to bring it in line with other abilities.
    •Reduced based taunt duration to 8.1 seconds.
    •Reduced duration gain per point of ability power to 0.004.

    Bug Fixes

    •Remember that Incursion crash? Just like The American Dream, it’s dead.
    •The Item Enhancement Wheel animations can be skipped. No more hourlong upgrading sessions!
    •Fixed issue where Special Enemies and mini-bosses were killed instantaneously with the frozen + shatter combo. RIP Frogres.
    •You can no longer be a jerk and build towers on the spawn points for all taverns.
    •The game will no longer crash when dragging an icon over a bag at the Change Bag Icon screen.
    •Clicking “Show Equippable” while attempting to change the bag icon will no longer crash the game.
    •Fixed the crash where looking at an icon for 10 seconds would crash the game.
    •We made that last one up, but the first two icon crashes were totally real.
    •Challenge categories are now unlocked in real-time instead of Hammer Time.
    •If a player loads in and meets requirements to have a Challenge unlocked, it will be unlocked. If a player loads in and fails the requirements, the player will be asked to hang head in shame.
    •Increased the elusiveness of the Secret Meeting space.
    •Increased player aggression by mentioning Secret Meetings without revealing its secrets.
    •Players can no longer use towers to escape certain maps or gain access to inaccessible areas. You. Yes, you. Stop doing that.
    •Moved a bench that was hindering melee combat by a few inches. Every inch counts, amirite?
    •Fixed a special case where the Witherbeast’s debuff would augment the Boost Aura to make towers invincible. But it was cool while it lasted.
    •The Lightning Aura attack rate special stat is now working properly. Somewhere in the world, Monk Master Junbao is smiling.
    •Readjusted the Balloon Unlock Long-Lasting Splash-n-Harm Incineration Trigger in the Blaze Balloon. It now activates properly if enemies are standing in the activation radius when the trap resets.
    •We greased up the Low River Path spawn point in Nimbus Reach, making enemies less likely to get stuck and considerably more delicious when cooked.
    •Despite how hilarious it was to see Wyverns fly into a window in Throne Room, losing a sub-objective will now open the proper air lane.
    •To cater to millennials’ need for instant gratification, changing the premium bag icons now displays the new icon immediately.
    •Players can no longer place towers in inappropriate areas on certain maps. You know which ones. Wink.
    •There were a few maps that had issues with players and towers either clipping through or floating on certain locations in the level. If you can properly guess which ones we fixed, we’ll give you a cookie.
    •Updated and addressed issues on multiple maps, but probably not the one you wanted us to fix.
    •The War Recruiter lost weight. Good for him.
    •Fixed green arrow appearing when entering tower sell mode on Dragonfall Sewers for fear of copyright infringement.
    •Fixed Wyverns getting stuck in spawner. Somewhere. We forget.
    •Fixed several issues relating to meshes and VFX, but this time, it’s definitely the one you wanted us to fix.
    •Tightened up the environment traps on multiple levels, including Level Three.
    •Fixed Ogres getting stuck in lane spawners (25++). We mean it this time.
    •Fixed the Squire. He may no longer bear children.
    •Fixed the Squire not getting the damage or speed buff when using Provoke. Isom gained +5 Happy Points because of this, which is a stat we made up, but don’t tell him because he gets these instead of a paycheck.
    •Fixed Wyvern intro video now plays. English skills reduced as a result.
    •Enemy death rate increased by 100% by fixing enemy spawns on certain maps.
    •Fixed players dragging items into the wrong slot by yelling at them and making them feel bad.
    •Fixed a number of bugs with Malthius and increased his capacity to love.
    •Fixed a number of improper text with stats.
    •Removed all mentions of the numbers sblevin and schfifty. Apparently, these aren’t real numbers.
    •Fixed issues with the UI for the Tavernkeep Bug Reporting Form while appreciating the irony.
    •Ranged Goblins no longer slightly favor targeting heroes over defenses and cores. Lucky you.
    •Fixed an issue where a destroyed sub-objective was not spawning enemies.
    •Fixed character defense names displayed in the character tab of the Forge.
    •Fixed tooltip appearing behind player name on Forge.
    •Fixed Electrocute combo not giving both teammates the stat points for combo.
    •Modified War Table and War Recruiter billboards.
    •Fixed all loot being shown as downleveled.
    •Resolved lane wisps not appearing in some maps/lanes.
    •Fixed location of downleveling arrow on equipment tooltips.
    •Adjusted, updated and fixed issues with all minimaps.
    •Updated the content in the Forge in all maps to accommodate the Forge UI widening.
    •Fixed Kobold, Flying Kobold, Skeleton, Orc and Witherbug death animations.
    •Fixed crash after multiple “Fail to Join Session” events.
    •Drakin projectiles now spread again.
    •Fixed a bug with the extra magic armor special stat.
    •Fixed a bug with the Summary Screen stats bar.
    •Fixed rare case where players could upgrade an item with the same item.
    •Fixed Item Enhancement UI where reset points button is not properly positioned on certain resolutions.
    •Material effects now show on all character models of the same type.
    •Loot profiles are correctly set for the first 2 campaign maps.
    •Fixed the orange currently set title not extending the full width of the textbox in the titles section of the collections tab.
    •Inventory UI animation fixed.
    •Fixed Item Enhancement stats going off the screen.

    Known Issues

    •Spamming the Left Mouse Button during the Item Enhancement process will keep the process from completing. Be gentle.
    •The Upgrade button on the Item Enhancement appears greyed out even though it’s active. Go nuts.
    •Players with premium bags will have the last two items in each premium bag appear in the TIB. This will happen one time with the new inventory update.
    •AI is lacking proper motor skills and intelligence.
    •There is a rare graphical bug where Chrome Enemies will appear completely black.
    •Spike Blockades do not show their correct health on the Inspect Defense tooltip when boosted by the Boost Aura.
    •The new Squire shield with the red banner on the front does not correctly attach to the hero.
    •The Speedy Kobold’s death animation does not animate.

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    MWO: Adamski
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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    I've only played DD2 a tiny bit every once in awhile but I nearly got my ass handed to me on the second map. I managed to pull through though and now I have a level 5 mage and a level 5 monk!

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    So, I've had a couple of gripes with the new Foundation Part 2 that I have been venting on the official forums instead of here, mostly have to do with the increased rarity of Legendary / Mythic items, even though the ones that DO drop have higher stats.

    But in Devstream 11, it was mentioned:
    •Can we re roll 1 stat on items?
    Something they’re looking into. It’ll be available for pets. If the community likes it, they might move it to items as well.

    Which is really really nice, as it means that people that are horribly unlucky can keep selling the trash they get, and sink that money into improving an item.

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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Heads up everyone, another patch just dropped, and now you can get pets!

    Also, 33% off the game if you were wanting to get in and try it out.

    Patch Notes:
    FEATURES
    •Bugs
    ◾Seriously, there’s a lot of ‘em. Happy hunting!
    •Early Access Rewards! ◾Gems◾Based on the version of DD2 you purchased, you should now have gems added to your account. Cha-ching!
    ◾If you purchased the Defense Council Co-Op Pack, please check your email for the rest of your currency.

    ◾Costumes and Accessories◾4 stylish Early Access Accessories, one for each hero
    ◾4 debonair Collector’s Edition Costumes (Collector’s Edition owners)
    ◾4 another-word-for-appealing Defense Council Accessories (Defense Council pack owners)
    ◾WARNING: Yes, it’s in all caps for emphasis! These items are first added to your Inventory and must be double-clicked in the Inventory to activate them. Be careful when managing your Inventory after claiming these items at the Mailbox!

    ◾Titles◾Dragonfall Defender (Collector’s Edition owners)
    ◾Defense Councillor (Defense Council pack owners)

    ◾Bag Upgrades◾If you buy Early Access before May 5th, your Inventory is upgraded to 7 Premium bags for free!
    ◾Premium and Standard bag slots can now be purchased with gems.

    ◾DD1/DDE Loyalty Rewards◾If you have DD1 or DDE on Steam, you’ll also receive an additional $6 of gems and an exclusive “Veteran Defender” in-game title for free! This offer is only available for a limited-time. Thanks for your support, Defenders!


    •Betsy’s Rampage Adventure Pack ◾3 new maps in a new region: Gambler’s Pass!
    ◾Our first boss: Betsy, the Wyvern Mother!
    ◾3 new Incursions
    ◾4 new legendary weapons and 1 legendary armor piece with unique passives

    •Pets and Eggs! ◾9 new pets for you to find, level up and become attached to before we manipulate you emotionally by killing them in the final act. (We’ll never forget you, Atreyu.)
    ◾This first phase introduces 3 pet species◾Creepers
    ◾Dragons
    ◾Gatos

    ◾Pet eggs will now drop as you play the game
    ◾Pet eggs can be incubated at the Hatchery and will hatch into pets. Currently, the Hatchery takes 8 hours to hatch a pet. We’re going to analyze the feedback about this for future tweaks.
    ◾Pets have two progression paths associated with them:◾Power: feed your pet to make it more powerful improving the damage it deals
    ◾Affection: fight alongside your pet to make it grow more attached to you improving the stats it has that affect your hero

    ◾In future updates, pets will gain passive/active abilities, and they’ll evolve into even cooler creatures! You’ll also be able to get reroll items in case the pet didn’t hatch to your liking.

    •Skill Spheres! ◾Thanks to your feedback, the old Spec Node system was reforged into the new-and-improved Skill Sphere system!
    ◾Starting at level 5, you can earn Skill Sphere Slots.
    ◾There are 4 types of Skill Spheres & Slots:◾Small ◾Small Slots can only fit Small Spheres.
    ◾Small Spheres are all about general stat improvements (like Defense Health, Defense Power and Hero Damage).

    ◾Medium◾Medium Slots can only fit Medium Spheres.
    ◾Medium Slots provide general improvements to different aspects of the hero’s kit, including Defense Range!

    ◾Large◾Large Slots can only fit Large Spheres.
    ◾Large Spheres are all about specific additions or improvements to a hero’s kit.

    ◾Uber◾Uber Slots can only fit Uber Spheres.
    ◾Ubers take a specific part of your hero’s kit and completely transforms into something completely new.
    ◾In this update, you can only get Ubers that completely transform your defenses into something new, but future updates will bring Ubers that change other elements of your hero’s kit.


    ◾Skill Spheres can be purchased from different vendors in the Hub◾Small, Medium and Large Spheres can be purchased from the Gran Ma’ster.
    ◾Ubers can be purchased from the Adventure Vendor.

    ◾The old Spec Nodes that you’ve come to know and love were transformed into either Medium Skill Spheres or Large Skill Spheres.

    •Costumes and Accessories! ◾Our brand-new Costumes and Accessories system is here! Costumes are complete head-to-toe makeovers, and Accessories are elements of an individual Costume that you can swap to really make your Hero unique.
    ◾Each Costume has a set of Accessories associated with it.◾The base Costume of each Hero now also have a set of Accessories associated with them.

    ◾Accessories can be purchased at the Costume Shop or earned through Locked Boxes.
    ◾Some Accessories can progress and change shape as you gain experience. We’re going to monitor player feedback on the amount of experience it takes to level up an accessory.

    •Guard Captain, Wyvern Tokens & Daily Quests ◾The Guard Captain will now give players Quests themed around the new Betsy adventure.
    ◾Completing these quests will give the player a new currency called Wyvern Tokens.
    ◾These tokens can be exchanged at the Adventure Shop in exchange for awesome rewards:◾Betsy Dragon Egg
    ◾Lockbox Keys
    ◾Uber Specs

    ◾The Guard Captain will also act as a new daily Quest vendor once you reach the endgame. Each quest will reward you a different amount of Wyvern Tokens based on the quest’s difficulty.
    ◾The pricing of the items in the Adventure Shop are subject to change as we gather player feedback and metrics.

    •Major Tavern Update! (In descending order of importance) ◾Confetti!
    ◾Balloons!
    ◾4 New Shops!◾Pets Shop◾Hatchery: allows you to incubate and hatch your pet eggs
    ◾Stable: allows you to feed your pets and equip them

    ◾Adventure Shop◾Allows you to purchase unique rewards with the Wyvern Tokens, which you gain through Daily Quests

    ◾Skill Sphere Shop◾Allows you to purchase and unlock small, medium and large Skill Spheres

    ◾Costume Shop◾Allows you to purchase Costumes and Accessories!


    ◾New Adventure Character!
    ◾New Mailbox!

    •Lockboxes ◾Lockboxes can be earned by playing the game.
    ◾Lockboxes contain Accessory pieces for different Costumes.
    ◾Lockboxes can be opened directly via premium currency or by using a key.
    ◾Keys are purchased from the Adventure Shop in the Tavern.

    •Betsy Legendary Weapons: Four new legendary weapons were added that are themed around Betsy. ◾These Legendary Weapons will have a chance to drop if you defeat Betsy in the Incursion playlist
    ◾Huntress: When the bow strikes enemies that are in the air, it has a chance to spawn grenades that fall to the ground damaging enemies underneath.
    ◾Apprentice: Firing the staff on the ground will place a single curse aura. Enemies inside the curse aura deal less damage. Can only have one curse aura active per Apprentice at any one time.
    ◾Squire: Attacking in the air now fires a sonic boom that deals damage to enemies as it passes through them.
    ◾Monk: Monk’s secondary attack has a chance to spawn a mini lightning aura that zaps enemies inside it for a few seconds before disappearing.

    •New Legendary boots added: ◾If you have the boots equipped, standing on Defenses will improve their defense power by a value.

    •Drop All Mana is here! Ctrl + M drops all Defense Mana, and Ctrl + N drops all Ability Mana. You may need to click the “Defaults” button in the Controls menu if it’s not working for you.
    •Quit to Desktop button has been added to the escape menu.
    •Visual Update and a language pass for most of our UIs.
    •New Challenges & Titles! Try to get them all!





    BALANCE
    •Third Ogre added to Forgotten Ruins (Chrome) Incursion. This should even out the rewards between the Ramparts and Forgotten Ruins Incursions.
    •Victory Chests now drop appropriate loot for Hard Mode.
    •Arcane Volley◾Substantially increased the damage it does. Base damage increased from 250 to 450 and the growth from 3.01 to 6.

    •Flameburst Tower◾Enemies on the outer radius of the Flameburst impact take increased damage -- 25% damage at Tier 1 and 50% damage at Tier 5, up from 0% damage at all tiers.

    •Blaze Balloon◾Increased base damage scale from 50% to 100% of Defense Power. This affects all upgrade tiers.
    ◾Blaze Balloon burning duration set to 6.1 seconds at all tiers. This value does not increase with any stats.
    ◾Blaze Balloon now matches the Geyser Trap's attack rate and charges. They scale with Defense Speed and Defense Health respectively.
    ◾Blaze Balloon burning areas can now stack.

    •Poison Dart Tower◾The Poison Dart Tower now fully stacks its poison effect.
    ◾The poison effect damage has been increased 300% from 5% defense power to 20% defense power. Multipliers per tier upgrade remain unchanged.
    ◾The poison effect duration has been reduced to 8 seconds.

    •Passives (formally known as Special Stats)◾All the existing passives have been rebalanced.
    ◾We’ve changed where certain passives can appear until we have more of them available. More Info

    •Double Fireball Spec (now Double Fireball Sphere)◾We’ve heard a lot of feedback on the Double Fireball spec being useless for high Defense Attack Speed builds, so we’ve changed it!
    ◾Extra Flame Damage Sphere: chance for the damage dealt by the Flameburst or Flamethrower tower to be increased by a certain percentage.
    ◾Should now happen instantly and not require a second fire animation.





    BUG FIXES
    •The Boy Prince was crying too loudly. We asked him to take it down a notch. Your parents are dead. We get it.
    •Players can no longer delete their active hero. Our customer support team is sleeping easier tonight until another fresh hell appears.
    •When an enemy walks into range of the Cannonball and Poison Dart Towers, the first shot the towers take will no longer be in the wrong direction. If only Greedo had this when he shot first. That’s right, nerds! We said it!
    •Remember the last update when we said the Skyguard would hit enemies from the Earthshatter’s Knockup spec? That was fun, right? Well, we mean it this time. Seriously.
    •Fixed areas in several levels that allowed players to escape the map. There is no escape from the fortress of the moles!
    •Huntress relics now spawn with 3 passives and all of your hopes and dreams.
    •Fixed a typo in a Huntress Challange description.
    •Players can no longer build towers in the water on the southwest portion of the Dragonfall Sewers because we hate water parks.
    •Players can no longer build towers behind several enemy spawn points in Gates of Dragonfall, Nimbus Reach and Ramparts because that was just silly.
    •Removed hopes and dreams from Huntress relics.
    •The “chance to increase movement speed on hit” passive now works. It didn’t before. That’s why it’s on this list.
    •Fixed some names for Heroic Wave on the Monk’s passives that were improperly named as Heroic Presence. Yes, we play our own game.
    •Fixed some of the icons for the Challenges. Knowing our UI, we probably broke some other ones. Our UI is a right pain in the ass. Just ask James.
    •The Ogre should never get stuck in the East Dock spawn point ever again. Maybe...
    •Fixed an issue with Throne Room build phase and combat phase music weren’t looping upon completion. Sweet tunes for your ear holes, Defenders!
    •Drakin/Dark Mage threat lane no longer causes a traffic jam in the West spawn point in Forgotten Ruins.
    •Fixed a bug where ranged enemies were not attacking the main objective in Siphon Site D. Why did we fix this? Was it bad that they weren’t attacking us?
    •Oddly specific patch note stating that the Billboard for the Procession Path spawner now properly shows the red exclamation mark when the Ogre spawns in Wave 5.
    •Inserted a patch note to let people know we intentionally misspelled Huntress Challenge earlier. It’s as if a million keyboard warriors suddenly cried out in terror and were suddenly silenced.
    •Fixed an issue with Victory Music playing at double volume (twice) during Victory matinee across all maps. Apparently, turning things to 11 isn’t always a good thing.
    •The Impact passive no longer applies to the Monk’s ranged attack.
    •The Boost Aura now properly shows its durability loss with towers during combat phase.
    •Fixed a bug where an experience gain passive was appearing on items above level 20.
    •Flameburst tower should now mark targets if the passive appears.
    •Resolved several lane wisp indicator issues in The Ramparts.
    •The Etherian Maintenance Team was given an additional $5 to their budget, so they finally fixed the flickering light on the Forge.




    KNOWN ISSUES
    •Players are receiving random disconnects from the game with a “Host Left” message. We apologize for the frustration, and we’re looking into it.
    •The Social Tavern is laggin’ up a storm. We are actively investigating this. Sorry for the Time Warpin’.
    •When you sell an Accessory, you get in-game gold. This is a bug. THIS IS NOT INTENDED. We will be fixing this in a future update. In the meantime, don’t sell extra Accessories, we will figure out a use for them!
    •We mentioned Pet reroll items in the video, but they didn’t make it in time for this update. Next time, Defenders.
    •When you first load into the game, you will get a popup that leads here. We’re sorry we annoyed you. This will only happen once.
    •When incubating an egg, the icon for the egg will appear as a Huntress bow instead of an egg. No idea. Really weird.
    •If you double click quickly during a matinee, it will start over. So don’t double click.
    •When swapping to the Red Riding Huntress costume, the equipped bow will become distorted and it won’t be positioned correctly. This most commonly occurs with the non-default bow. For now, just swap heroes back and forth, and that should fix it. Or don’t. It honestly looks wild.
    •The Experience Bonus Sphere II bonus stat list a .2% increase when it should say 20%. Hey, we ain’t no math magicians.
    •Heroes can be heard attacking in the background when click on the Map Select screen. It’s really unsettling.
    •Unfortunately, the Seamstress hasn't figured out how to keep people out of your dressing room yet. Go to a Private Tavern for maximum privacy.
    •The Ping icon on the minimap is not displaying correctly. It looks like a Missingno glitch. We’re looking into it.
    •Some of the map icons on the Map Selection screen are out of line. Nothing a spanking won’t fix.
    •Several of the UIs have elements misaligned when viewed in different resolutions. Our producer said, “Just use the right resolution and shut up.” Hey, we’re just the messenger! We’re looking into it. In the meantime, use the right resolution and shut up. (That was our producer again! We swear!)
    •Some UI pop-ups cause UI elements in the background to shift while the pop-up is open.
    •Purchasing premium bags will overwrite the icon for the pets bag. Appears as if the pets bag has been lost. It hasn’t. Just re-open the Inventory UI.
    •Double-clicking items in the Inventory can cause the Sell feature to act up. Should you find yourself unable to sell items, just close and re-open the UI.
    •A few weapons and armors don’t have an Icon in their respective Tooltips.
    •The black background for the Mailbox UI doesn’t extend the full length of the window. (varies on different resolutions)
    •Some text strings are missing spaces. Other text strings are missing their family members and can’t wait to go spend time with them after this update and go on picnics and go see nature and feel the warm sunlight on their text-stringy skin.
    •When unlocking a title/challenge, the completion percentage for other titles can appear as a very large and unrealistic number. Will correct itself once you transition.
    •The Feed x10 pet food only feeds 1 item if feeding the pet something other than standard pet food.
    •Betsy doesn’t restore health when hit with items with the Lifesteal passive.
    •The Show Owned option in the Costume Shop doesn’t function properly after a few clicks and on certain tabs.
    •Item Enhancement: Items placed onto the Enhancement Wheel via Double click will not display the green highlight on the item icon.
    •Pet tooltips for certain pets display stats of 0 while on the Gates of Dragonfall and Dragonfall Bazar maps

    steam_sig.png
    MWO: Adamski
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    The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    The patch video is pretty great

    https://www.youtube.com/watch?v=FfGGwzyb1c4

    I've really got to actually load this damn game up sometime. :rotate:

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Yeah, I need to play this more. I've only loaded it up a handful of times to check out what they've been working on but I haven't sat down and really played it yet.

    JtgVX0H.png
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    heenatoheenato Alice Leywind Registered User regular
    edited May 2015
    I just loaded it up a minute ago, tried to buy a costume and it didn't work. I'll try again in the morning to see if it was just a server load thing. And then maybe actually play.

    Edit: Ah. Figured that one out. That wasn't really obvious on how to get that to work.

    heenato on
    M A G I K A Z A M
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    Hitmonchan107Hitmonchan107 Registered User regular
    heenato wrote: »
    I just loaded it up a minute ago, tried to buy a costume and it didn't work. I'll try again in the morning to see if it was just a server load thing. And then maybe actually play.

    Edit: Ah. Figured that one out. That wasn't really obvious on how to get that to work.

    That whole UI needs some love, so I'd love some feedback on this. What exactly was the issue? Could you offer some pointers on how to improve that experience?

    iamisom, Community Manager for Dungeon Defenders
    Twitter: @iamisom
    Currently Playing: Dungeon Defenders II (PC), Warframe (XO), Metroid Prime Trilogy (Wii U)
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    heenatoheenato Alice Leywind Registered User regular
    edited May 2015
    heenato wrote: »
    I just loaded it up a minute ago, tried to buy a costume and it didn't work. I'll try again in the morning to see if it was just a server load thing. And then maybe actually play.

    Edit: Ah. Figured that one out. That wasn't really obvious on how to get that to work.

    That whole UI needs some love, so I'd love some feedback on this. What exactly was the issue? Could you offer some pointers on how to improve that experience?
    basically, the game makes a distinction between "costume" and "accessory" but the UI does not. Like, you change costume by going into the " accessories" menu. Usually that's a sub menu or entirely different menu. I mean, the easiest fix would probably be just renaming the tab to "appearance"

    Edit: Now that I'm home, I'm going to explain my throught process when I was trying to figure out how it worked. The patch notes were a bit unclear on this one, as they made it sound like Accessories and costumes were two different things. Looking at it again, this isn't really the case, as a costume is basically just a set of accessories. So I assumed it was something like DD1, where you had the costume and then accessories were added on top of that. (This is more a misunderstanding on my part) So when I bought the costumes, I wasn't sure exactly how to access them at first. So now I'll walk through discovering that, so you can get some insight onto how my tiny lizard brain works.

    Costume was bought. Since I didn't know how to access it, I at first assumed it would be put in my inventory like the reward accessories, so I check the forge. Nothing there. I go back to the costume shop to see if I had missed something obvious. No, I say to myself I don't think I did. I don't see anything here that seems to relate to the costume itself, just the accessories. So then I check the character select and the menu. After nothing worked there, I went back to the costume shop and clicked the accessories tab, and there it was.


    So quite a bit of it is just me being thick, but making that one tab a bit clearer on it being where the costumes are would be nice as well.

    heenato on
    M A G I K A Z A M
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    Hitmonchan107Hitmonchan107 Registered User regular
    heenato wrote: »
    heenato wrote: »
    I just loaded it up a minute ago, tried to buy a costume and it didn't work. I'll try again in the morning to see if it was just a server load thing. And then maybe actually play.

    Edit: Ah. Figured that one out. That wasn't really obvious on how to get that to work.

    That whole UI needs some love, so I'd love some feedback on this. What exactly was the issue? Could you offer some pointers on how to improve that experience?
    basically, the game makes a distinction between "costume" and "accessory" but the UI does not. Like, you change costume by going into the " accessories" menu. Usually that's a sub menu or entirely different menu. I mean, the easiest fix would probably be just renaming the tab to "appearance"

    Edit: Now that I'm home, I'm going to explain my throught process when I was trying to figure out how it worked. The patch notes were a bit unclear on this one, as they made it sound like Accessories and costumes were two different things. Looking at it again, this isn't really the case, as a costume is basically just a set of accessories. So I assumed it was something like DD1, where you had the costume and then accessories were added on top of that. (This is more a misunderstanding on my part) So when I bought the costumes, I wasn't sure exactly how to access them at first. So now I'll walk through discovering that, so you can get some insight onto how my tiny lizard brain works.

    Costume was bought. Since I didn't know how to access it, I at first assumed it would be put in my inventory like the reward accessories, so I check the forge. Nothing there. I go back to the costume shop to see if I had missed something obvious. No, I say to myself I don't think I did. I don't see anything here that seems to relate to the costume itself, just the accessories. So then I check the character select and the menu. After nothing worked there, I went back to the costume shop and clicked the accessories tab, and there it was.


    So quite a bit of it is just me being thick, but making that one tab a bit clearer on it being where the costumes are would be nice as well.

    Awesome. Thanks!

    iamisom, Community Manager for Dungeon Defenders
    Twitter: @iamisom
    Currently Playing: Dungeon Defenders II (PC), Warframe (XO), Metroid Prime Trilogy (Wii U)
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    The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    I'm totally confused about what is going on with Dungeon Defenders Eternity

    It doesn't sound like it's shutting down, but they're removing playverse and such from it? Is support/patching going to be halted entirely? Folks responding to the post were informed that the game will still be playable, just having playverse removed. That post also says just owning the game will now give you the stuff in DD2, instead of unlocking it I suppose.

    So...wat? Could you clarify @Hitmonchan107

    Also apparently got a code to gift a copy of the DD1 collection so, if you're one of the four people on earth who don't have it... :lol:

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

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    heenatoheenato Alice Leywind Registered User regular
    I think maybe they think Eternity was a bad idea and are backpeddling. Because DD1, you know. The original is actually getting a content update.

    M A G I K A Z A M
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    PolaritiePolaritie Sleepy Registered User regular
    I'm totally confused about what is going on with Dungeon Defenders Eternity

    It doesn't sound like it's shutting down, but they're removing playverse and such from it? Is support/patching going to be halted entirely? Folks responding to the post were informed that the game will still be playable, just having playverse removed. That post also says just owning the game will now give you the stuff in DD2, instead of unlocking it I suppose.

    So...wat? Could you clarify @Hitmonchan107

    Also apparently got a code to gift a copy of the DD1 collection so, if you're one of the four people on earth who don't have it... :lol:

    Well, that explains the coupon I got (and absolutely do not need lol, thanks to humble bundles).

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
    PSN: AbEntropy
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited May 2015
    Well, I just found and reproduced the most amazingly fun and OP bug:

    1) Get an item that grants +Defense Damage when standing on defenses
    2) Place a boost aura with defenses inside
    3) Stand on some defenses
    4) Hit 'L' to suicide
    5) Do not stand on those defenses again

    This causes those defenses to permanently gain the bonus from standing on them, even when not standing on them. In fact, you can even swap to a different hero if you like, and the defenses will retain their bonuses.

    Now, this might not sound super amazing, but let me explain. I got some Legendary boots that grant +60 Defense Damage when standing on a defense. That makes it sound like the defense will hit for an extra 60 damage on each attack, but not so. What it does is increase the Defenses SCALING bay +60, by default, most defenses start with a +.75 to a +3.5 at Rank 4. Which means this is increasing your defenses damage by 30x!!!

    EDIT: Looks like this trick does not work without a monk boost aura

    Gnome-Interruptus on
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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited May 2015
    Here are some examples taken out of game for my tower stats (base L1, boosted with Boost aura, standing on it in boost aura, L5 boost aura and tower):
    Tower	DPS	Boost	Stand	Max
    Fireb 	1,966	3,257	192,174	669,343
    Earth	450	1,658	97,801	454,186
    Cannon	2,232	3,698	218,178	759,913
    Balli	893	1,479	87,271	506,609
    Skygu	2,949	4,886	288,272	1,673,417
    Lightn	450	745	43,910	254,895
    

    Here are the defense tower stats as of the last Foundation patch (some have changed, but this is to give you a basic idea, where the +Defense Damage is being added to the Damage per DP stat.
    Squire - Cannonball Tower

    The Cannonball tower is being transformed into an on-hit effect powerhouse. We've reduced its damage scaling and increased its range. The result being that players wanting to maximize a Cannonball build will want to search for Cannonball-specific special stats.

    High Level
    •Range increased to medium range.
    •Increased damage at all upgrade tiers.
    •Normalized attack rate.

    Green Mana Cost
    •30 Green Mana down from 40.

    Range gains per tier.
    •Tier 1 - 22 meters.
    •Tier 2 - 23.1 meters.
    •Tier 3 - 24.2 meters.
    •Tier 4 - 25.3 meters.
    •Tier 5 - 26.4 meters.

    Health gained per point of Defense Health.
    •Tier 1 - 10x health per DH.
    •Tier 2 - 12.5x health per DH.
    •Tier 3 - 15x health per DH.
    •Tier 4 - 17.5x health per DH.
    •Tier 5 - 20x health per DH.

    Damage gained per point of Defense Power.
    •Tier 1 - 1.25x damage per DP.
    •Tier 2 - 1.875x damage per DP.
    •Tier 3 - 2.5x damage per DP.
    •Tier 4 - 3.125x damage per DP.
    •Tier 5 - 3.75x damage per DP.

    Initial Attack Rate
    •2.32s attack rate.

    Squire - Ballista Tower

    BOOM BOOM! The Ballista tower is a DAMAGE POWERHOUSE. Pay very close attention to the lane type and its position as it relates to how enemies walk through the lane. If you maximize your tower placement, you'll destroy swaths of enemies as your projectile pierces through them! (Swaths is such a groovy word.) How's that for a power update!

    High Level
    •Range increased to very long range.
    •Increased damage at all upgrade tiers.
    •Normalized attack rate.

    Range gains per tier.
    •Tier 1 - 35 meters.
    •Tier 2 - 36.75 meters.
    •Tier 3 - 38.5 meters.
    •Tier 4 - 40.25 meters.
    •Tier 5 - 42 meters.

    Health gained per point of Defense Health.
    •Tier 1 - 10x health per DH.
    •Tier 2 - 12.5x health per DH.
    •Tier 3 - 15x health per DH.
    •Tier 4 - 17.5x health per DH.
    •Tier 5 - 20x health per DH.

    Damage gained per point of Defense Power.
    •Tier 1 - 1x damage per DP.
    •Tier 2 - 1.5x damage per DP.
    •Tier 3 - 2x damage per DP.
    •Tier 4 - 2.5x damage per DP.
    •Tier 5 - 3x damage per DP.

    Initial Attack Rate
    •4.84s attack rate.

    Squire - Spiky Blockade

    Ol’ faithful, slow and steady. There aren't many updates here. As above, we're currently happy with Defense Health builds for certain heroes.

    Squire - Target Dummy

    We will be addressing the issues with the Target Dummy defense in a future balance patch.

    Apprentice - Flameburst Tower

    We don't know how to describe the state of the previous Flameburst Tower except overpowered. The downstream effects of his splash damage, Double Shot Spec Node imbalance, Defense Speed increases and high-tier range created a monstrous concoction. We made a lot of adjustments to the FB defense specifically. He's more in line with other damage defenses.

    High Level
    •Range increased to medium range.
    •Increased damage at all upgrade tiers.
    •Normalized attack rate.
    •Reduced splash damage and damage fall off.

    Green Mana Cost
    •40 Green Mana up from 30.

    Range gains per tier.
    •Tier 1 - 22 meters.
    •Tier 2 - 23.1 meters.
    •Tier 3 - 24.2 meters.
    •Tier 4 - 25.3 meters.
    •Tier 5 - 26.4 meters.

    Health gained per point of Defense Health.
    •Tier 1 - 8.5x health per DH.
    •Tier 2 - 10.6x health per DH.
    •Tier 3 - 12.75x health per DH.
    •Tier 4 - 14.75x health per DH.
    •Tier 5 - 17x health per DH.

    Damage gained per point of Defense Power.
    •Tier 1 - 1x damage per DP.
    •Tier 2 - 1.5x damage per DP.
    •Tier 3 - 2x damage per DP.
    •Tier 4 - 2.5x damage per DP.
    •Tier 5 - 3x damage per DP.

    Initial Attack Rate
    •2.49s attack rate.

    Splash damage radius
    •2.5 meters down from 6.5 meters

    Apprentice - Frostbite Tower

    The Frostbite Tower is one of the most powerful crowd control defenses in the game. Its slow allows other defenses more chances to shoot enemies, and the freeze chance combo’s very well with shatter effects.

    High Level
    •Range increased to long range.

    Range gains per tier.
    •Tier 1 - 30 meters.
    •Tier 2 - 31.5 meters.
    •Tier 3 - 33 meters.
    •Tier 4 - 34.5 meters.
    •Tier 5 - 36 meters.

    Movement Speed Reduction
    •50% speed reduction on enemies. This is reduced by enemy tenacity.

    Apprentice - Arcane Barrier

    We iterated on the design of the Arcane Barrier. The current implementation creates a more reliable blockade that has a knockback on health lost. The Arcane Barrier has less health than the Spiky Blockade, its counterpart, but more offensive potential. We really liked how this change affected the Apprentice and his ability to defend a lane with a reliable blockade.

    High Level
    •Adjusted timings on the knockback.
    •Recharges much faster and blocks enemy movement much more consistently.

    Health gained per point of Defense Health.
    •Tier 1 - 18x health per DH.
    •Tier 2 - 22.5x health per DH.
    •Tier 3 - 27x health per DH.
    •Tier 4 - 31.5x health per DH.
    •Tier 5 - 36x health per DH.

    Damage gained per point of Defense Power.
    •Tier 1 - 1x damage per DP.
    •Tier 2 - 1.75x damage per DP.
    •Tier 3 - 2.5x damage per DP.
    •Tier 4 - 3.25x damage per DP.
    •Tier 5 - 4x damage per DP.

    Knockback Radius
    •4 meters.

    Apprentice - Earthshatter

    Seems like we’re doing sides by sides of the Apprentice and Squire a lot. The Earthshatter is an AoE version of the Ballista Tower. The core difference is that the Earthshatter is slightly easier to maximize and focuses more on crowd control over higher damage potential.

    High Level
    •Range increased to very long range.
    •Increased damage at all upgrade tiers.
    •Normalized attack rate.

    Range gains per tier.
    •Tier 1 - 36 meters.
    •Tier 2 - 37.8 meters.
    •Tier 3 - 39.6 meters.
    •Tier 4 - 41.4 meters.
    •Tier 5 - 43.2 meters.

    Health gained per point of Defense Health.
    •Tier 1 - 12x health per DH.
    •Tier 2 - 15x health per DH.
    •Tier 3 - 18x health per DH.
    •Tier 4 - 21x health per DH.
    •Tier 5 - 24x health per DH.

    Damage gained per point of Defense Power.
    •Tier 1 - 1.25x damage per DP.
    •Tier 2 - 1.875x damage per DP.
    •Tier 3 - 2.5x damage per DP.
    •Tier 4 - 3.75x damage per DP.
    •Tier 5 - 5x damage per DP.

    Initial Attack Rate
    •4.98s attack rate.

    Monk - Lightning Aura

    The Lightning Aura got a few great buffs that ease new players into the experience and provide meaningful power. We noticed that players tend to dedicate time into beefing up one particular lane. We like this behavior so we allowed Lightning Auras to overlap. Substantially.

    High Level
    •Increased damage at all upgrade tiers.
    •Normalized attack rate.
    •Increased overlap allowance.

    Range gains per tier.
    •Tier 1 - 5.5 meters.
    •Tier 2 - 6.05 meters.
    •Tier 3 - 6.6 meters.
    •Tier 4 - 7.15 meters.
    •Tier 5 - 7.7 meters.

    Damage gained per point of Defense Power
    •Tier 1 - 0.25x damage per DP.
    •Tier 2 - 0.5x damage per DP.
    •Tier 3 - 0.75x damage per DP.
    •Tier 4 - 1x damage per DP.
    •Tier 5 - 1.25x damage per DP.

    Initial Attack Rate
    •1.25s attack rate.

    Monk - Boost Aura

    When looking at the Monk’s Boost Aura, we had to look at what was fun about our game and what was fun about the Boost Aura. For high-end players with lots of high end gear, the Aura was fantastic and incredibly fun. For low-end players, it’s anti-fun, providing almost no value for the green mana. In addition, high-end Monk players could bring undergeared heroes into high difficulty game modes and trivialize them with minimal gear and effort. Our goal is to make defenses, the Boost Aura included, meaningful at all tiers and at all item levels.

    High Level
    •Removed defense power scaling from damage boost.

    Range gains per tier
    •Tier 1 - 7.5 meters.
    •Tier 2 - 8.25 meters.
    •Tier 3 - 9 meters.
    •Tier 4 - 9.75 meters.
    •Tier 5 - 10.5 meters.

    Damage Bonus
    •Tier 1 - 25% Increase in Defense Damage.
    •Tier 2 - 30% Increase in Defense Damage.
    •Tier 3 - 35% Increase in Defense Damage.
    •Tier 4 - 40% Increase in Defense Damage.
    •Tier 5 - 45% Increase in Defense Damage.

    Damage Reduction (Defenses)
    •Tier 1 - 10% Reduction in Damage Received.
    •Tier 2 - 12.5% Reduction in Damage Received.
    •Tier 3 - 15% Reduction in Damage Received.
    •Tier 4 - 17.5% Reduction in Damage Received.
    •Tier 5 - 20% Reduction in Damage Received.

    Monk - Serenity Aura

    The Serenity Aura has a nice niche at the moment. It’s the only defense that directly affects heroes in lane. The percent health gained scales very well with existing Hero Health stats, as the amount of healing received per second increases as the hero’s max health increases. For hero damage or hero tank builds, placing a Serenity Aura is the best bang for your buck.

    High Level
    •No changes.

    Range gains per tier.
    •Tier 1 - 8 meters.
    •Tier 2 - 10 meters.
    •Tier 3 - 12 meters.
    •Tier 4 - 14 meters.
    •Tier 5 - 16 meters.

    Base Healing Received per 1 second
    •Tier 1 - 3.32% Healing per second.
    •Tier 2 - 3.73% Healing per second.
    •Tier 3 - 3.32% Healing per second.
    •Tier 4 - 4.14% Healing per second.
    •Tier 5 - 4.56% Healing per second.

    Damage Reduction (Heroes)
    •Tier 1 - 10% Reduction in Damage Received.
    •Tier 2 - 12.5% Reduction in Damage Received.
    •Tier 3 - 15% Reduction in Damage Received.
    •Tier 4 - 17.5% Reduction in Damage Received.
    •Tier 5 - 20% Reduction in Damage Received.

    Monk - Sky Guard

    For all your anti-air needs, the Sky Guard is your dedicated resource to stopping those pesky Wyverns, Flying Kobolds and Lightning Bugs.

    High Level
    •Range increased to medium range.
    •Increased damage at all upgrade tiers.
    •Normalized attack rate.

    Range gains per tier.
    •Tier 1 - 18 meters.
    •Tier 2 - 18.9 meters.
    •Tier 3 - 19.8 meters.
    •Tier 4 - 20.7 meters.
    •Tier 5 - 21.6 meters.

    Health gained per point of Defense Health.
    •Tier 1 - 8.5x health per DH.
    •Tier 2 - 10.6x health per DH.
    •Tier 3 - 12.75x health per DH.
    •Tier 4 - 14.75x health per DH.
    •Tier 5 - 17x health per DH.

    Damage gained per point of Defense Power.
    •Tier 1 - 0.75x damage per DP.
    •Tier 2 - 1.5x damage per DP.
    •Tier 3 - 2.5x damage per DP.
    •Tier 4 - 3.5x damage per DP.
    •Tier 5 - 4x damage per DP.

    Initial Attack Rate
    •2.49s attack rate.

    Huntress - Explosive Trap

    The Explosive Trap was undertuned relative to other defenses previously. Having a low Defense Power to damage ratio, low area of effect and a low trigger range made placing Explosive Traps a tertiary consideration. In addition, the uptime of the trap, or the amount of potential damage it could deal, was very low. As such we’ve buffed the Explosive Trap considerably.

    High Level
    •Increased trigger range.
    •Increased damage at all upgrade tiers.
    •Normalized attack rate.

    Explosion Radius gains per tier.
    •Tier 1 - 5 meters.
    •Tier 2 - 5.5 meters.
    •Tier 3 - 6 meters.
    •Tier 4 - 6.5 meters.
    •Tier 5 - 7 meters.

    Damage gained per point of Defense Power.
    •Tier 1 - 1x damage per DP.
    •Tier 2 - 1.5x damage per DP.
    •Tier 3 - 2x damage per DP.
    •Tier 4 - 2.5x damage per DP.
    •Tier 5 - 3x damage per DP.

    Trigger Range
    •2.5 meters.

    Initial Attack Rate
    •2.49s attack rate.

    Huntress - Geyser Trap

    Measuring the strength of the Geyser Trap requires understanding the downstream effects from the knockup, shocking and drench effect. When we looked at its current usage by the community and the extra effects, we were satisfied with the Geyser Trap. It’s powerful and that power is offset by its green mana repair cost.

    High Level
    •Increased damage at all upgrade tiers.
    •Gains attack rate per tier upgrade.

    Explosion Radius gains per tier.
    •Tier 1 - 5 meters.
    •Tier 2 - 5.5 meters.
    •Tier 3 - 6 meters.
    •Tier 4 - 6.5 meters.
    •Tier 5 - 7 meters.

    Damage gained per point of Defense Power.
    •Tier 1 - 0.8x damage per DP.
    •Tier 2 - 1.2x damage per DP.
    •Tier 3 - 1.6x damage per DP.
    •Tier 4 - 2x damage per DP.
    •Tier 5 - 2.4x damage per DP.

    Trigger Range
    •2 meters.

    Initial Attack Rate
    •8.31s attack rate.

    Huntress - Blaze Balloon

    The Huntress’s defense theme is attrition, or picking away at the enemies’ health until finally they come face to face with a fiery Balloon or the Huntress herself. The Blaze Balloon is the only defense that can be triggered by the player. This dramatically changes the way the Huntress interacts with this defense.

    High Level
    •Increased damage at all upgrade tiers.

    •Normalized attack rate.

    Burn Radius gains per tier.
    •Tier 1 - 7.5 meters.
    •Tier 2 - 8.25 meters.
    •Tier 3 - 9 meters.
    •Tier 4 - 9.75 meters.
    •Tier 5 - 10.5 meters.

    Trigger Range
    •2 meters.

    Trap Refresh Rate
    •12.2 seconds.

    Burn Damage per point of Defense Power
    •Tier 1 - 0.125x damage per DP.
    •Tier 2 - 0.25x damage per DP.
    •Tier 3 - 0.375x damage per DP.
    •Tier 4 - 0.5x damage per DP.
    •Tier 5 - 0.65x damage per DP.

    Burn Rate
    •1 second.

    Huntress - Poison Dart

    We focused on quality of life features for the Poison Dart Tower. We compared placement strategy, firing arc and attack rate. Finally, we took a look at the Huntress’s theme and made some stacking tweaks to the tower’s poison buff. Currently, the PDT is our first iteration on a single-target focused champion/boss killer.

    High Level
    •Range increased to medium range.
    •Changed from a corridor firing arc to a cone.
    •Increased damage at all upgrade tiers.
    •Normalized attack rate.
    •Allowed poison buff to stack.
    •Increase poison duration.

    Range gains per tier.
    •Tier 1 - 25 meters.
    •Tier 2 - 26.25 meters.
    •Tier 3 - 27.5 meters.
    •Tier 4 - 28.75 meters.
    •Tier 5 - 30 meters.

    Initial Poison Damage per point of Defense Power
    •Tier 1 - 0.125x damage per DP.
    •Tier 2 - 0.28x damage per DP.
    •Tier 3 - 0.56x damage per DP.
    •Tier 4 - 0.8x damage per DP.
    •Tier 5 - 1x damage per DP.

    Poison Damage per 2 seconds
    •Tier 1 - 0.05x damage per DP.
    •Tier 2 - 0.06x damage per DP.
    •Tier 3 - 0.075x damage per DP.
    •Tier 4 - 0.0875x damage per DP.
    •Tier 5 - 0.1x damage per DP.

    Poison Duration
    •100 seconds.

    Poison Stacking Limit
    •Infinite.

    Trap Refresh Rate
    •12.2 seconds.

    Initial Attack Rate
    •3.33 seconds.

    Gnome-Interruptus on
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Whelp, that bug has been fixed, so I am back to using my regularly strong towers instead of the universe destroying versions.

    Speaking of which, I am just a bit shy from being able to solo HARD incursions, with the first wave being a bit dicey, and the ogres/bosses also needing a tank squire to keep them off the towers.

    I am also just a little bit short of being able to purchase my first UBER sphere. I really hope Trendy increases the ability to collect more Wyvern Keys, as being limited to 3 per day and needing 60 for each class is a bit frustrating.

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    The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    edited August 2015
    I finally got a minute (and really, just a minute) to load up DD2 last night and it's pretty fun.

    It's basically precisely what you'd expect from a sequel to DD, which is a great thing. All that MOBA nonsense is completely gone and hopefully forgotten (please Robot, reverse course on OMD Unchained!), and all the customization options are great. Though, I am a bit confused regarding actual gear visuals; with the costumes and their individual pieces (some which can be leveled); does it mean that normal gear doesn't show up on your character outside of weapons?

    I know that's how it was in DD1, but DDE changed it and I guess I expected it to carry through. I mean, it doesn't exactly make sense to carry through when the costumes are intended to be the revenue source for the game, so I get it. Just curious.

    Regardless, even if I buy all the current costumes, it'll still only be less than half of the crystals I've gotten via the CE and preorder and such. How do the lockbox things work, though? It looks like I can unlock more of the basic costume options via crystals, but they also say gotten via the fortified boxes? what's up with that?

    The Dude With Herpes on
    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Just fired up DD2 again, apparently they did a character wipe since the last time I played, but that's okay, because they really polished up the questing system / story line, so it was nice to experience it from the beginning.

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    blaze_zeroblaze_zero Registered User regular
    Is this out of Alpha or Beta yet?

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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    edited September 2015
    blaze_zero wrote: »
    Is this out of Alpha or Beta yet?

    It just came out of pre-alpha and went into alpha about a week ago

    Darmak on
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    (please Robot, reverse course on OMD Unchained!),

    GOD yes.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Playing more since the wipe, and I really appreciate how granular the new level difficulties are.

    In the old system there was only Regular / Hard. Now there is Easy / Regular / hard, and each map has a separate difficulty, which means you can tailor the map for the level of gear you want to drop / how hard you want it.

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    chrono_travellerchrono_traveller Registered User regular
    How is the loot system compared to the original DD? My friends and I were pretty into DD for a little while, but then we seemed to hit a wall where it seemed to get really grindy. We'd go through a whole level, with stacks and stacks of loot, where finding an upgrade was like searching for a needle in a haystack.

    The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it. ~ Terry Pratchett
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Right now they are running an event called Loot Cave 2.0, which means almost 3x the amount of loot is dropping.

    In the original DD IIRC there were 4 or 5 stats on each piece of loot, which made finding the perfect piece extremely difficult. In the new one, there are a max of 3 stats, and up to 3 bonuses. For the most part its easy enough to find upgrades, until you are reaching the point of farming end game dungeons on the hardest difficulty to try and max out just one more bonus.

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    DracilDracil Registered User regular
    Oh, was there a wipe recently? Maybe it's time to get back in.

    3DS: 2105-8644-6304
    Switch: US 1651-2551-4335 JP 6310-4664-2624
    MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Been playing this a whole bunch.

    The XP / level grind gets kinda bad at the 40-50 range, and it wasn't until I had completed it twice that I realized how powerful the XP boost spheres are, granting you 40% bonus XP as long as you have two of them equipped.

    Trendy really needs to add Insane difficulty to the regular Free Play.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Just updated the title, the game is going Free to Play on Steam on Oct 13. Hope a bunch of you guys will come play

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    blaze_zeroblaze_zero Registered User regular
    I will probably give it a shot. I liked the first Dungeon Defenders well enough.

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    urahonkyurahonky Resident FF7R hater Registered User regular
    Sweet. I played the demo at PAX and loved it, but I just couldn't seem to spend $20 on it for whatever reason. My wife will be excited that it's free to play.

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    chrono_travellerchrono_traveller Registered User regular
    If this is free to play, what is there business model?

    The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it. ~ Terry Pratchett
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    heenatoheenato Alice Leywind Registered User regular
    If this is free to play, what is there business model?
    From what I've seen, it's mostly just costumes you can buy. Cosmetics, maybe a few pets? There wasn't really anything that one would need to play the game.

    M A G I K A Z A M
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