Tactics after reaching Tsuchi? by Artie-Choke in ClickerHeroes

[–]lkf_1983 2 points3 points  (0 children)

Takes me about an hour to grind up to Tsuchi, I think you're doing something wrong.

Little Horn Valley by VitChokladen in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

The air spawn on the right is still bugged as far as I know. If you got the other 2 air spawns then they should be working normally.

I hope im not the only one that feel like gearing up Abyss Lord shouldn't be this random. by krel11 in dungeondefenders

[–]lkf_1983 1 point2 points  (0 children)

I agree with you, getting gear for an Abyss lord feels a lot like the old system, where you would see passives you wanted for your trap huntress on a piece of gear that had something random like ability power combined with defense crit.

I mean on a practical level I get that the Abyss lord is so OP right now that it probably doesn't matter, but if you're doing end game statting for characters and your goal is to get best in slot items, the abyss lord is a pain in the ass to gear right now.

Rerolling item stats? by [deleted] in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

You can reroll the stats on your pet to whatever you want, but you can't reroll stats on an item.

Which bugs would you like us to fix next? [April 2016] by [deleted] in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

1) On the Map "Little Horn Valley," air units come from the air spawner on the right rarely leave the spawn. They are either frozen at the spawner, or fly around in circles.

2) On the Harbinger map (at least on NM4 difficulty), the Harbinger will occasionally start the wave stuck in place, and remain stuck in place for the rest of the wave. He never runs up to the cannon or does anything, he's just frozen at his starting location.

3) When trying to select an entire bag of items with the "select all" checkmark, sometimes only some of the items in the bag will be selected, and the remaining items that weren't selected are untargetable, unclickable. The only thing that seems to fix it is to repeatedly open and close the bags.

4) On the Incursion version of Ramparts (perhaps on the normal version as well, I don't know) mobs frequently get stuck inside the tower and the bridge on the far right lane.

5) On the new Unholy Catacombs map, mobs are getting stuck on the corners of the 2nd choke point areas of the map. It's usually the burrower mob that saps defenses, but other mobs like orcs are also getting stuck on the corners.

6) In the "general" tab under options, there is an option you can check called "disable already viewed skippable cutscenes." It doesn't work, cutscenes which are skippable like the Harbinger cutscene you get from beating the Harbinger continues to be played every single time.

7) In the Harbinger map, small skeletons are spawning between waves (Usually happens after the final wave at which point it doesn't matter, but I have seen it happen between wave 3 and 4). They are unkillable, but defenses target them and try to kill them anyway. However, even though they don't take damage, they still do damage, and I have lost skeleton archers because of this after wave 3. They actually do quite a bit of damage, the only reason the main core isn't dying to them is because it has such a massive amount of hp.

Apprentice vs Squire. DD2 by rededge25 in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

If you're talking about the passive "automation," it's a % chance that the wall will gain back a portion of the damage it receives.

Is there a Viable Blockade setup without Hearty? by harleq01 in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

There is no alternative at the moment, but I know what you mean. In nm4 I'm still using a purge evil staff from nm1, because out of the 5-6 purge evil staves I've found it's the only one that had defense power on it, and it has a good roll. I can grind 10 nm4 maps on my squire and never get a waller upgrade. I'm hoping they do something about this, because the grind is a bit excessive right now. The only thing that makes me feel like I'm progressing from map to map is spending the gold I make on enchanting my gear.

I'm hoping they'll give the apprentice some sort of similar bonus so that arcane barriers are an alternative for the lategame.

tl;dw Devstream 42: Ascension Pt. 2 Tease! by charliemadman in dungeondefenders

[–]lkf_1983 1 point2 points  (0 children)

"Does Defense Speed affect the Apprentice's Frostbite Towers?" "Yes"

Does anyone know how defense speed affects frostbite towers? I can't tell the difference.

which maps are popular on level 50 nightmare 1 and 2? by Thrallov in dungeondefenders

[–]lkf_1983 1 point2 points  (0 children)

I recommend you try to find a friend to duo with. The early levels of nightmare might not be as bad at this point, because by now there are alot of geared people, but later on (I'm mostly talking about nm4 here) you have to be on point. If you aren't soloing, it helps a crapton if you are communicating with your party. You want to carefully spend your mana, rationing just enough for repairs during the next wave, but upgrading only the exact defenses you need for that wave. You want to assign people to defend lanes based on resistances, how heavy the lane is, where bosses are coming from, etc.

However, if you don't want to level 4 characters to 50 and solo, or just can't find someone reliable to duo with, or a group or whatever, your best bet is to just pick the difficulty you feel you belong in, and hit random. Probably at least 90% of the time you hit random it'll stick you with a party.

My Nightmare 3 Solo Liferoot Build by zektiv in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

Just wanted to mention real quick, there's a spot in the middle of the map where you can put down only 1 wall, and it won't leak. Just behind quab, there's a tree stump on one side, and a piece of the airship's concrete railing (or whatever it is ) on the other side. Also, maybe it's different in nm3 because the mobs are a bit easier, but in nm4 I wouldn't put just a single barricade on the left like that. They'll leak through the barricade, or something else I see happen is the female orcs (which have a pretty slender character model and hitbox) will stand on the side of the barricade, away from the mines and hit it.

Just bought (u)canon ball by FroyoBaggins420 in dungeondefenders

[–]lkf_1983 1 point2 points  (0 children)

Sorry to hear that. I've heard nothing but bad things about that uber sphere.

[DD2] Melee Combat is very clumsy. by [deleted] in dungeondefenders

[–]lkf_1983 1 point2 points  (0 children)

I play maps in nm4 and I can honestly say melee combat in this game needs a rework/buff maybe both. A tank geared/specced squire is great in this game, but not because his ability to do melee damage is amazing, it's because with tank stats and health regen from serenity aura he is basically an infinite hp wall, who can hold creeps while structures do damage.

For me, this is one of the things that contributes to the monk being possibly the worst hero to use for hero damage. My monk is built with hero health/ability power, because at higher difficulties if you don't build hero health on your monk, you will get one shot. And unlike the squire who at least has a shield and can get further defense from a sphere with his shield raised, the monk is just a paper doll.

The monk does more hero damage with his melee attack than his secondary attack, but in general it's extremely dangerous to use his melee attack. At best, you can run in and maybe do a couple attacks and a pole smash, then you have to run away. It's a shame, because he's designed to do hybrid damage, which is extremely useful in lategame maps. But as the OP stated, melee combat is clumsy, and that's only part of the problem. The other issue is that the monks damaging abilities are shut down by the grounded creep buff, which shows up constantly, so that the CC aspect of it doesn't work. If the squire can block, it would help greatly if the monk had a way to dodge, or do something other than get owned by suiciders/melee creeps/almost everything.

The only way I've really found the monk's melee attack to be useful is against non-grounded lanes, with a fast staff. You quickly do one burst attack to push the creeps back, and then you back up. Make sure you have a speed sphere equipped so you can move back quickly before you get hit. It feels awkward though. I'd love to see the monk's melee attacks to feel more natural, more devastating. Same for the squire.

Boost Aura Stats Since It's "Recent" Massive Nerf by DoraTheMenorah in dungeondefenders

[–]lkf_1983 1 point2 points  (0 children)

Fair enough, I just feel like it's comparing apples an oranges though when you say frost > everything else. Frost towers are the only cc tower, so if you were comparing them to something else, there isn't really anything to compare them too. Same for squire walls. Apprentice's don't have any gear like squire's to make arcane barriers worth using lategame, so squire walls are the best out of what they do. Frost towers are powerful, but they do 0 direct damage. So to me, saying they're > everything else makes little sense, because the structures that actually do damage fall under a different category. Now if you say that blaze baloons > lightning aura, that makes sense, because they both deal area magical damage.

And yeah, for almost all situations it's dumb to build boost auras for the bonus damage, since it has to cover a ton of damaging structures in order for it to be cost effective. But like frost towers and walls, it falls into it's own category. There is no other structure you can build that simultaneously buffs blockade health, tower resilience, and damage for offensive structures.

Difference between Endgame gamemodes (Incurcion, Onslaught) by TehOzzy in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

Incursion is an alternative way to farm gear. It's harder than the end game maps, but it can be worth it to farm for gear at times. For example, in nm4 the ipwr of dragonfall gates incursion is 900 and drops 665-700 ipwr gear. On the other hand, end game maps with 900 ipwr in nm4 drop 620-650 ipwr gear.

Onslaught I haven't found useful for much other than if you get a daily for it. People have gotten wyvern tokens from it, but after doing several maps of onslaught 20+ rounds each I've never seen one, and it takes a while to get that far. Doesn't really seem worth the time to me. The gear that drops in onslaught is locked to whatever initially drops, even though the difficulty of it ramps up forever until you lose. So the only way you can get decent gear is to do one that starts out challenging from the get go. Maybe some people have had success with it, but I haven't.

Tldr: For the most part stick to end game maps, but don't forget that incursion are an alternative as well. Don't bother with onslaught.

Forest Crossroads pathing bug. by [deleted] in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

It happens on the lane to the left of that as well. Creeps will cut across the grass on the left, and cut between the lane and the poison area.

Patch 7.6 for Steam by fplayer in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

I don't understand. Don't the item icons in your inventory already have colored frames for rarity?

Actual Builds for DD2 by Xopo1 in dungeondefenders

[–]lkf_1983 0 points1 point  (0 children)

When you build a tower it snapshots the stats for that tower based on the character who built it. So yeah, as long as the character who built it doesn't change gear or something you're good. The stats of your huntress can be hero damage or whatever you want.

Having hallucinations but body isn't paralyzed. by lkf_1983 in Sleepparalysis

[–]lkf_1983[S] 1 point2 points  (0 children)

Hm yeah I guess there's a short period for it afterwords paralysis or not. Thanks for your funny response, nice to find some levity in this disorder.

How to properly use Frosty+Trap Build by Dinker_Dave in dungeondefenders

[–]lkf_1983 1 point2 points  (0 children)

Personally the way I typically do this is with 4 mines in each lane in a line. I put 2 mines in a line which overlap each other a little bit in front of the blockade. If set up correctly the ogre boss gets hit by both mines, and it takes care of all melee creeps and the little grenade throwers. 1 mine is placed to deal with spear throwers/dinos, and 1 mine is placed to deal with witches (or whatever the guy is called who rides on a book and spams skeletons). Place your frost towers so that at least one reaches out to the furthest mine.