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Oct 31 2011 06:10pm
Now that we have no need for an official topic thread I figured we could relocate discussion of patches to here.

Upcoming Patch! (ETA October 31 2011)
7.06
* Rebalanced/redesigned Spooktacular spawns and added Leaderboard & Stats collection - Thanks Tsuda!
* Made Spooktacular skins unlockable by beating Spooktacular on hard, 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 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
* Nerfed Spooktacular "Van Wolfstein" weapon about 40%, and Huntress Ability 'Piercing Shot' about 30%
* Moved bonus-item crates back into the main section of the Ranked Tavern, out from the Secret Room
* Made Genie pet's "Grant Mana Bonus" upgradeable, and made him grant more Mana proportionate to how much its "Grant Mana Bonus" is upgraded
* Added Pause menu option to "Lock" 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
* Added button (Default "G") to remote-activate your Eternia Crystal so you can begin the Combat phase from wherever you are
* Increased speed of Apprentice Staff "knockback" animation by 40%, and increased its maximum (fully charged) damage output by 50%
* Fixed bug where Squire would turn around when entering block in Chase Cam
* 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%
* Pets will now attack one of the Practice Dummies in the Tavern so you can check your Pet DPS
* 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

Current Patch!

7.05C
Fixed bug with Halloween weapons not saving properly.

7.05B
Fixed bug with super Defense Attack Rate points being added.

7.05 Patch Notes:
* Added Halloween Spooktacular Event Content! Tons of New Costumes, New Mission, New Items & Weapons!
* Raised Mana Bank limit to 30 million
* Added VSync and One-Threaded-Renderer Options to the Configuration Tool
* Fixed 50% of all reported crash types
* Improved Apprentice Defense Attack Rate ramp further, now you gain major Attack Rate DPS benefits well into the 100's of Attack Rate points
* Chat-box now won't auto-close when opened if bound to 'Enter'
* Items that are locked in your Item Box now stay locked when equipped to your hero
* Fixed minor potential exploits
* Chat History ("Console") Key can now be set in the Configuration Tool
* Animus projectile will now pierce environmnet, and has better damage ramp.
* "Heal-Self" Spell now takes more time proportionate to what your Maximum Health is.
* Made "Enrage Aura" have a longer lifespan, more effective, and cost 1 less DU
* Reduced Bloodrage Speed benefit, and Increased Bloodrage Mana cost-over-time
* Fixed Magic Blockades not properly stealing the Element of Archers or Wyverns
* Push-To-Talk option no longer disables itself between games
* Map Loot icons now appear during the Combat Phase, not just the Build Phase
* Equipment rating calculation now factors in potential upgrade levels (i.e. lower-end equipment with sufficient upgrade levels is compared evenly with upgraded equipment)
* Added 60 more Item Box spaces
* Console (Chat History) keybinding can now be set in the Configuration Tool
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Oct 31 2011 06:16pm
Quote (Kotomm @ Oct 31 2011 06:10pm)
* Increased Insane/Post-Insane Kobold Damage by 20% and Kobold Explosion Damage radius by 20%


What does Post-Insane Kobold damage mean? Would that be challenges on insane or?

So far their patches have been great. Fixing issues and adding some nice features to the game

This post was edited by yuris666 on Oct 31 2011 06:16pm
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Oct 31 2011 06:25pm
wow huge nerf to squire towers.
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Oct 31 2011 06:31pm
Quote (kossboss @ Oct 31 2011 08:25pm)
wow huge nerf to squire towers.


Yep :<
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Oct 31 2011 06:32pm
I think they are retarded to make so many nerfs in one patch, it should have been a little nerf at a time.
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Oct 31 2011 06:37pm
I agree with koss, and really, top lvl games you never see a hero spec monk or squire anymore, just cacawww huntresses. They need to make at least the monk more appealing for hero spec.
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Oct 31 2011 06:58pm
While it is hardly surprising to see squire nerfs it definitely feels as if they are a bit over the top here. Also nerfing squire towers without buffing apprentice towers is still largely silly, as that is as big a part of the current balance problem.

And yeah, as mentioned already, monks need to be more viable for hero spec. Maybe its just me not having much experience with them, but it feels a bit as if them having the option to go both melee and ranged left trendy making their weapons too weak allround. It would be nice if they didnt use two separate stats for ranged and melee damage, but instead just had a single stat with different damage ratios involved for the two, giving monks the flexibility to use both melee and ranged depending on the situation.
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Oct 31 2011 08:32pm
I have a tower squire myself and I honestly don't mind the nerfs. Although I do agree that something should be done with the apprentices to make their dps more viable. Anyone else think it'd be a lot better to make elemental resistance of monsters cause them to take LESS damage instead of ZERO?

Also, I'm still thinking that huntresses are a bit too strong DPS wise, even though they are supposed to be "the" dps class. IMO apprentices should be able to atleast be within 10% of a huntress dps wise
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Oct 31 2011 09:12pm
40% my ass, my VW bow's damage got cut exactly in half

Edit: On a side note, my huntress animus is doing 26-27k dps by itself on a target dummy, and that's not counting pierces

This post was edited by DominusX on Oct 31 2011 09:13pm
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Oct 31 2011 09:12pm
Quote (DominusX @ Oct 31 2011 07:12pm)
40% my ass, my VW bow's damage got cut exactly in half


even with that, you're still doing 100k+ dps, no?
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