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Leonresevil2 wrote: Maybe the Dungeon Defenders devs will make it more of a PC game; I personally felt it was a cumbersome XBL port, with too much focus on the weak combat system. When you can't build every (or ANY) towers in the first wave, that's not much of a tower defense game.
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Shroud wrote: There is not a level where you can't build any towers at the start, you just need to open the chests. Weak combat system? you mean aim and click? like every FPS... or Diablo? And you think everything is a cumbersome port. Not sure why people are allways complaining about ports, you wanted to play it on your computer, so they made a way for you to play it on the computer. And it's a hybrid tower def. game.
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Leonresevil2 wrote: You have to have mana or whatever to build, and from what I played, you don't start with mana.
I feel it's a weak port due to controls designed/limited to a controller, limited construction system (can only build within 5 feet of your character), the tutorial is a flippin video, it's an Unreal engine game, and releasing DLC almost immediately after PC launch. Combat is composed of a weak attack and a chargeable strong attack. Now Magicka, I'm personally not a fan due to the constant DLC monetization, but THAT is a strong combat system.
I just think alternative Tower Defense games are the new hot thing besides MOBAs, and this one feels like a rush job. Sanctum has an elegance to the map design and construction limitations, pushing you to plan and defend. This game removes design rules, lets you place wherever, designs infinitely better towers with infinitely higher costs (instead of towers with advantages/disadvantages), and has you grind up more for better equipment and points while enemies scale to your stats.
It reminds me of Spiral Knights. Simple combat, but not much elegance in the depth of counters. It breaks down a lot to spamming. The game needs polishing for me to have reason to come back to it. Even then, I'm not sure.
I have nothing against fans of it. I wouldn't say I call everything a bad port; just there are a large number of them. I'd even call Borderlands a bad port, but it's not a bad game. It has enough depth and addictive gameplay to pull me back in now and then. But a bad port coupled with awkward gameplay and strange or missing mechanics sums up as a game I don't want to play.
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Shroud wrote: There are chests on the maps that contain mana. Charge and attack.. guessing you play a mage, which is the only class with a charged attack and a very weak one at game start. The reason the towers have pros and cons is because their are multiple classes all with different towers, the reason they are not infinitly buildable or upgradable is because that would negate from stratagy and the use of characters comabat skill. I've never played a "bad port" guess cause all the controls I need are their (and customizable) and I'm at least skilled enough to adapt quickly. I find it funny that you say elegance in referance to combat, and no not every class has counters. A squire can block, mages get long range and knock back, monks get melee and long range attacks, and hunters shoot from affar. And has for scaleing for difficulty... just turn the difficulty up.
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Shroud wrote:
Leonresevil2 wrote: You have to have mana or whatever to build, and from what I played, you don't start with mana.
I feel it's a weak port due to controls designed/limited to a controller, limited construction system (can only build within 5 feet of your character), the tutorial is a flippin video, it's an Unreal engine game, and releasing DLC almost immediately after PC launch. Combat is composed of a weak attack and a chargeable strong attack. Now Magicka, I'm personally not a fan due to the constant DLC monetization, but THAT is a strong combat system.
I just think alternative Tower Defense games are the new hot thing besides MOBAs, and this one feels like a rush job. Sanctum has an elegance to the map design and construction limitations, pushing you to plan and defend. This game removes design rules, lets you place wherever, designs infinitely better towers with infinitely higher costs (instead of towers with advantages/disadvantages), and has you grind up more for better equipment and points while enemies scale to your stats.
It reminds me of Spiral Knights. Simple combat, but not much elegance in the depth of counters. It breaks down a lot to spamming. The game needs polishing for me to have reason to come back to it. Even then, I'm not sure.
I have nothing against fans of it. I wouldn't say I call everything a bad port; just there are a large number of them. I'd even call Borderlands a bad port, but it's not a bad game. It has enough depth and addictive gameplay to pull me back in now and then. But a bad port coupled with awkward gameplay and strange or missing mechanics sums up as a game I don't want to play.
There are chests on the maps that contain mana. Charge and attack.. guessing you play a mage, which is the only class with a charged attack and a very weak one at game start. The reason the towers have pros and cons is because their are multiple classes all with different towers, the reason they are not infinitly buildable or upgradable is because that would negate from stratagy and the use of characters comabat skill. I've never played a "bad port" guess cause all the controls I need are their (and customizable) and I'm at least skilled enough to adapt quickly. I find it funny that you say elegance in referance to combat, and no not every class has counters. A squire can block, mages get long range and knock back, monks get melee and long range attacks, and hunters shoot from affar. And has for scaleing for difficulty... just turn the difficulty up.
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