Sunday, September 2nd, 2012

dev_chieftain: (risha)
Seriously, man, GET ON DIS.

Chili tomorrow with Anne! Been spending the weekend so far being pretty horrendously lazy. I did find us a new couch to replace the broken one for a surprisingly good price, at least, and we took out the pieces of the old one so there will be room in the living room again. Shopping at furniture stores is never on my list of things to do in the first place, and doing so on a holiday weekend when the sale crowd was out may have been more frustrating than it could have been otherwise. Anyway, the point is, there is a new couch on its way in a few days. That is good. We're both bummed about the old one breaking, but that's IKEA furniture for ya, I guess.

Otherwise I've actually been playing unreasonable amounts of Dungeon Defenders, as both the Squire and as a Huntress. I just got so agitated, because the Huntress is unreasonably difficult to play. Here's the breakdown:

Apprentice (listed as easy, and rightly so):
-Gets a wall that is purely defensive
-gets elementally and non-elementally aligned, ranged-damage towers
-can shoot infinitely with staff, which projects ranged-damage attacks (type determined by your equipment), but has the lowest HP of all the characters
-moderate speed by default

Squire (listed as medium; honestly, I think this is the most robust and balanced class, so I guess that's accurate too):
-Gets a wall that is offensive and defensive
-Gets defenses that can block while also damaging, and ranged-damage towers for both ground-only and flying enemies
-can fight in melee, has the highest HP of all the characters
-Slowest of all the characters by default

Huntress (listed as hard, but I think she may be more difficult to play than the other characters, even Monk):
-All of her defenses are traps, which have a number of detonations instead of health. At level 1, the number of detonations (default) is 2. At level 25, I have been able to raise it to 10. Additionally, traps only block an area while they're active; after detonating, they must reset. A wall blocks an area constantly until it is continually attacked and destroyed; a ranged damage turret has the ability to shoot its potential attackers continuously until it is destroyed. Thus, the huntress's defenses only block an area some of the time, and only a certain number of times-- usually quite low. I've sunk as many points as I can into raising trap detonation count as I go without abandoning everything else on the character sheet, so this is a serious handicap. The biggest problem here is that the huntress's only recourse for flying enemies is to shoot them herself, because flying enemies do NOT detonate traps. This annoys me. A LOT. Mostly because of the limited ammunition, as detailed below.

-Her bread and butter, however, is non-elemental damage. The first trap she gets (which is the second cheapest she can make overall) is generally going to have the highest detonation count of any of them, and it does a fair amount of damage, regardless of enemy resistances.

-The huntress is armed with a bow with a limited amount of ammunition. This means that, when she unloads the full clip, she must reload (a process that can take quite a long time if you do not have a bow with a high reload speed) before she can fire again. She neither has a method to keep enemies from advancing, nor a method to beat them back if she's out of bullets. This is a limitation that only the huntress has, which makes her considerably more frustrating to play than the other classes.

-She seems to be the fastest on her feet by default, which is good-- because the only way to play the game is to run around constantly repairing her traps and hoping to shoot enemies before they reach the crystals you're protecting and destroy them.

-She notably also has the second lowest HP.

Monk (Listed as Master difficulty; now, Monk is hard to play, but I think that Huntress is harder):
-gets auras, which have health bars (instead of a trap detonation count) that deteriorate over the course of a level, or if they are passed through by an enemy. This means the monk needs to constantly repair, and has no walls, just as the huntress; but they last longer. The big problem with them is that the ones that do damage are elementally typed, which can make it difficult to kill enemies with resistances. My solution was just to layer both on top of each other, which usually works.

-can fight in both melee and at range, infinitely, shooting energy blips or smacking melee enemies with his staff/axe/whatever you have equipped at the time.
-moderately fast (I haven't played him recently, but I remember he was faster than the squire)
-moderate HP

Anyway-- despite my frustrations with the Huntress class, I've stuck with her this time and been supplementing her defenses with whatever my Squire can offer. She does get better the longer I play her, so I suspect it's the kind of class that is at its worst in the early levels when you DON'T have an upgraded bow that can reload quickly, or your traps only have three detonations before they're gone forever. It's been fun playing, though I'm not sure how interesting it is for anyone else at all to hear about it.

Oh yes! And yesterday I bought the pieces to upgrade my computer. Oof. I don't know how that'll come together until the pieces come in, but it's a relief to know that I will be able to upgrade and actually play games on the PC again.

Earlier, we were writing up our rent checks to take down to the office. I asked Danny if he could pay me back his half of the cost of the couch now, and he said "sure, let me write it up."

A few minutes later, he asked, "How much was that again?" I told him, and he said, "Good, good. Just putting that down in my budget...let's see, so there's my rent; the couch; my charitable donation to Supervillains R' Us--oops! I didn't mean to say that part out loud!"

"And you give me shit for Kickstarter."

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