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Dungeon warfare 2 lightning damage9/21/2023 ![]() ![]() I read some tip some guy was trying to give on some map and he kept talking "synergy" and I take that as "get as may runes together than complement a trap as possible" to get your trap damage up to +30-50% and spam that trap all over the map.Ĩ. It just acts like a rubber band that eventually breaks.ħ. When did the grabby pully things (harpoons?) get so friggen weak? I've upgraded them to 10 level and they rarely pull anything. I'm assuming that I should just ignore these on any map unless it's to go back and redo a map to grind XP.Ħ. I see how they give me more XP, but XP don't mean crap if I can't clear the map. I only go back and use them when I'm +2 levels above some map I previously cleared as the first time through, I'm just trying to clear the map. Runes - you know, screw these stupid things. I try burning up front but that just seems to make them run faster.ĥ. Ditto with those thieves that will slip by my demons without even fighting? They're supposed to have low HP but holy smokes I think something is broken because they can take a ton of damage. BTW - what enemies haven't I seen yet that will ignore paths?Ĥ. How can I stop diggers? Right now, when diggers show up, I just punt and assume that dirt is all going to be gone because no amount of "here is where the path will be for everyone except for flyers and diggers and those adventurers that can cross gaps". I tend to take Gems because I'm so low level, and then skill and then trap mastery +1, but I can see where once it takes > 10 gems to upgrade a trap, +1 mastery might be better? But skills should always be taken first?ģ. ![]() When I have a choice, and this game gives me more choices than if a subway and a pizza joint were one, what is the best thing to choose between Rarity / Quantity / Skill / Gems / +1 to a stat / OMFG I can't even begin to remember all the choices. Speaking of lower ones, there are 3 tabs, is there a way to move things to these tabs or do they just fill up when the 1st one is full?Ģ. How do I get more of a lower tier? Maybe I don't want anymore how can I get rid of the lower ones?ġb. I'm getting tier 5 now, and have never had 9 of anything of tier 1-4 to combine. For those of you with tons of hours into this, I'm sure you had these questions but had way more patience than I do.ġa. ![]() Here is just a portion of what I would expect in some sort of guide and you can treat these as questions that I and others most likely have. They are no more "pro" than the first 3 letters of Prop. This game OTOH, is as sparse as a one legged horse in the middle of a desert and I mean that in a bad way. The thing with Gemcraft is there are tons of guides, tutorials, etc that go into the depths of the game. I think trap synergies are a cool idea, there are lots of places where they are more fun but there are some places where they wouldn't be.so.don't include those.Holy crap, I played original DW and this new version is trying to be Gemcraft (if you haven't played Gemcraft, it's one of the best TD's ever). So I think, any idea is a great idea but at each point "is it fun" is the most important thing. Here's what I think: In an interview with Markus Persson (notch) I once watched he was asked how he ever came up with his design ideas and his answer was just that every time he thought about a feature he just asked himself "does it make the game more fun" and that's all he did. Honestly makes almost no sense to me ice and Demons are like oil and water but of course it's not up to me it's up to the designers and Probably they wont implement any of this because the game is more or less would be supper cool though. Really there are lots of ways Synergies could be prevented from instantly becoming over powered.įire+Demons= Demons heal faster.but move slowerĮlectricity+ demons= Demons move faster but heal slower Just an example of a way that it could be balanced, not an outright suggestion. ![]()
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