
What’s more, other mobs will zipline over pits or build bridges across them. On the other hand, those pesky heroes also have some tricks up their sleeves, since some tiles can be destroyed, whether by errant missiles or the deliberate efforts of minion miners who tear apart your carefully constructed mazes.

The changing maps are partly on you: the most useful trap you can lay is the basic barrier, which mobs avoid like the plague even if it means running your gauntlet of spinning blades and axes instead. The environments in Dungeon Warfare II are often quite mercurial. This game takes the classic Dungeon Keeper theme and builds on it with open, tile-based construction and extremely physical traps. Why should you just pelt your enemies with arrows when you can hurl them into bottomless pits, smash them against walls, or drag them apart with harpoons? Dungeon Warfare II has a surprisingly robust physics system for a game made of such tiny pixels, and one of the greatest joys in the game is sending a whole row of armor clad knights to the bottom of a river with a row of push traps. They may actually very well be OP regarding some mechanics, but I found just powering through with massive levels and damage, just bruteforcing my way through the mechanics.Not so much in Dungeon Warfare II. I never felt the need for them or in what situation they would excel in early game where other traps would be found lacking. when it all started with the Arcshard nerf and then continued to other unique items), sometimes these things coincide however where something that's noticed in the endgame can be true for low levels as well.įor example, I have no clue how good bola's are, I've never ever used them or checked out their tier bonuses. I can't be certain as I can't look into their minds, but it seems to me that they are quite invested in making this game last (hah, pun)Įmphasizing "early game" balance over "endgame" is preferential of course and they've done so quite a bit (i.e. Originally posted by Mashee:If it's ascension n+ then pfffttttt I can't imagine even the dev cares! (hey I could be wrong again!) Hmm, they have put a lot of emphasis on "endless" features in this sequel of the original game and extended certain caps over the course of patches (trap masteries, player levels, introducing ascension) and done quite a lot of balance changes that prevent exploitation of endless mechanics (1.1.2 for example with the traps that don't care about health numbers) Ps: yes the proc co-efficient isn't a bad idea. With that said.horse runes with high movement speed modifiers really bake my noodle. If it's ascension n+ then pfffttttt I can't imagine even the dev cares! (hey I could be wrong again!) Is it player level 15 on a tier 3 map on wave 6? Nope. It would be FARRrrRRrrRRR more usefull to get feedback at what specific level conditions a trap critically fails.

If it's not the Spin Trap and damage resistance, then it's some other combination that reveals a weakness under certain conditions. however, a standardised "story" map under normal wave release conditions (not inflicted by the player) does not have any such compounding problem like these threads imply.Īs ascension levels grow (this really is absurd late game for any casual, and arguably many will stop before or around ticking over to ascension-1), more and more traps/methods are going to begin to show their weakness and/or fail more quickly, and the same mechanic comes into play the game/map by design must end, lest it is stuck in an endless loop. And I agree with all your observations again. Both are by design to create an end to an otherwise endless game / map. It's just adding more "final nail"s to the coffin on top of it. In the case of Spin traps, part of their strength lies in blocking the enemy's path, but with Wrath levels, enemies get Phasing (They ignore collisions with towers or units) so they already lose most of their viability, and then you get damage resistance on top of that.

So you get a double "Using this trap would be a mistake" feeling. massively increase enemy health/damage/attack speed and then only deal with them with push traps on certain maps) however, certain traps are already considered (Even without taking any modifiers in account) very sub-par compared to other traps. That said though, I'm not opposed to using the game's mechanics against it (i.e. Sending waves faster is a very important part of beating the game on higher ascensions as it stands right now. In addition to the rune modifier that you mention, sending waves faster (Wrath Levels) will also start adding damage resistances. Originally posted by Mashee.am I wrong? Are there levels with innate increased damage resistance per-hit? Certain ethereal maps have innate damage resistance (Perhaps even a few of those juicy Unique ones)
