A side word on DLC...
I understand advertising but I don't have to like it. |
How I would fix it
Make everything dlc-related clearly shown as such. Add a red overlay over the things you can't use before you pay, add a symbol, make the text another color, make a separate menu to buy these things and don't show them in the main game where I think I own that content.
All classes aren't created equal
Mao the level 0 monk and pals |
These towers have various and interesting effects, none of them will help you win the game alone. |
Even then, the Squire is way better at putting towers up than the Apprentice is. The apprentice's towers have elemental attributes (fire and electricity) which means that some of your towers will deal 0 damage to any fire or electricity attuned enemy, which means that you'll have to put more than one tower even if it's strong enough to take care of the enemies. Squire towers are great, they cover any situations and they deal full damage to all enemy types, one could say that the mage towers have more diverse powers but that's not exactly right, the chain lighting tower and the harpoon tower have similar usages, idem for the bowling ball tower and the fireball one.
First level with a monk, I almost failed. |
How I would fix this
Add one tower that blocks enemy movement and one tower that shoots ranged projectiles for all classes and that solves pretty much everything, now you can solo the whole game with any characters and you can still have the weird auras or explosives for the Monk and Huntress. For elemental towers, maybe lower their base damage, make it so elemental attacks deal more damage to opposite enemy types - make it a rock-paper-scissor system - but not 0 damage to enemies of the same time. Maybe half, maybe full, but having a part of your arsenal doing nothing against random enemies is frustrating, so that has to be fixed.
The game feels too slow
Between enemy waves you will have time to go around the map, open chests, pick up mana crystals and build towers. If the characters moved fast enough, if the maps were small enough, if the chests and defensible positions where nearby enough, this wouldn't be a problem. The maps get bigger, the chests are placed at very far positions and if you didn't put any points in movement speed - which you shouldn't if you want good towers or good weapon damage/health - you're going to break down the action pretty hard between enemy waves because you'll slug along the map trying to go and gather resources, place towers, upgrade towers, etc. Especially when you're playing alone, this becomes a problem in that it ruins momentum.
That's not a huge map but getting around to the chests between wave is annoying even then. |
How I would fix this
Stop putting chests randomly on the map, just make them closer to the things you're supposed to protect. Or award the mana automatically. Or just give a tactical view between waves when you're building so you can build anywhere you want on the map. Why would you physically need to move your character to a spot so you can build a tower? I understand why you would do that in the battle phase, but during the peaceful building phase? You should be able to just place your towers with the mouse and just get your mana and items that way.
I really like the stats/item system
Dungeon Defender is part tower defense, part action-rpg. The loot game is neatly implemented, you gain items from defeating enemies or in chests, some special challenges also give you unique things and you can buy them in stores. You also can upgrade your items with mana, choosing what stat to level along the way. That leads to really powerful customized items with the stats you want to fit your play style. Personally I like the magic staves that shoot multiple projectiles. You also have familiars with different abilities such as killing enemies or boosting your towers in different ways. That whole part of dungeon defenders is great - except when you get to the endgame where you need insane amounts of mana to upgrade anything, but I won't hold it against the game. I know how I feel about stat points allocation but since this game is about towers and defending spots, it doesn't matter too much how you spec your character. I like how different classes have different stats such as the huntress being able to upgrade how many times her traps will explode.
Another little thing they added since I started playing is "Pro Mode", basically it makes leveling-up your items faster. A nice idea over the regular "You have to fill up the mana bar before you can put your points" system.
Tons of content, even if it could be displayed some other way
The campaign spans over 15-something missions, you get about the same number of challenges (special missions with very specific conditions such as being unable to build any towers or goblins raining down on you) and there are four difficulty settings to complete them. You could play Dungeon Defenders for a while, but I wish they'd surface the data better. It says you need to be level 40 to do such or such challenge, is it on Normal difficulty? How about on Insane? What kind of level would I need? Why is the interface for the level selection kinda bad and too busy like that? I'm sure there are better ways to display the same information while showing more of it in a clearer way. (Also like I said in the first point, don't show me all that stuff I won't be able to play, thanks.)
Challenge: UI Crush |
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