Did someone say bullet sponges? Great Caesar's Ghost!!!!!!
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Did someone say bullet sponges? Great Caesar's Ghost!!!!!!
Yeah, can't say I have any plans to do them, based on what people are saying. Sounds too much like the bad old days of 1.3. No thanks.
Shame that the only way to add more challenge seems to be pumping up enemy damage and health pools. I thought we had progressed from that but I guess not.
Completed Amherst apts tonight. Damn that was difficult. Had a good random team that didn't quit and netted two exotic caches. Just midas and another MDR but it still breaks down to div tech. What I don't like is on the second part in the main courtyard two elites spawn BEHIND you. That's BS.
In Amherst's apartment, the whole team at point blank took about 15 seconds to kill the Hunter while he just stood in place.
Not saying if the Hunter was moving it wouldn't be challenging but I don't think that's the challenge players want.
Also, I loved the new legendary missions and how NPC packed they are and the flanking was awesome.
I feel like they’re more Heroic missions than they are legendary. All the NPC are elite. But I do feel like they are much easier than other legendary missions.
Is it just me or anyone felt like Drop rates are the same in LZ as i didn't find any difference 3 hours of grinding didn't find single classified 20% for legendary i think it's a joke played Amherst's Apartment man the final hunter boss he is tough as hell. the only change i found in this update is slight increase of D tech in LZ nothing game changing or game breaking.
Do we get D tech from WSP assignment cache that generates for every 10 minutes and does the named enemies drop dtech in WSP? I never go in to WSP so forgot to check it.
I agree with OP, the NPC in the new legendaries feels too spongy, and the hunters are a joke. I think that they missed the spot.
--> the red/purple/yellow mix in the old legendaries was great and felt better
--> the NPC coming from behind are fun once, but after having done the mission a few time, it's not fun anymore. If at least they could spawn from a random location.
--> the hunters are not "dangerous", they are "tedious", they're just spongy. In UG they are better and more fun.
--> the missions seem "balanced" for a group of with a "minimum requirement" of 1 striker and 1 reclaimer, "recommanded" 3 strikers and 1 reclaimer.
Then about level design, Amherst ain't really good, or maybe I just farmed it too many times for the weeklies, but Grand Central is pretty nice.
I think is because they put all elite NPC and make the overall felling more spongy.
I know they do that because the mission are shorter comparing to the old 3 ones.
But at the same time i kinda don't mind it because is something different than the old 3 ones.
I want try it with red/purple/yellow mix NPC to see how much different it feel.
The hunter have too much HP, the UG scaling is perfect.
Other thing is, i know putting the hunter at the end with the boss was to make it more "difficult" but kinda bother me that they are fighting us with the LMB.
It will make more sense that if they interfere the mission like UG that spawn in random part of the mission or replace those NPC that spawn behind us in some part.
Other way to make more it interesting/difficult is put some boss fight in mid part of the mission like the GA mission. for example: Grand Central 6 boss at the end kinda crazy.
And love the sniper boss at the end of Grand Central firing shock ammo, would love to see that implement in the next 2 Leg boss too. And maybe add it to the old 3 one too or for Hunter too to make it more interesting to fight.
What were you expecting? A change in implementation!
Changing from a bullet sponge npc model to a more dynamic, numbers heavy one would need a complete re-write of alot of the game. Dat aint gona happen.
Maybe the most we can hope for is something changing in TD2. More npcs flooding our teams of four (or one) taking less bullets to take down (at least the regular npcs) but each level (red, purple, gold) delivers more damage. Together with the range of weapons currently used - which is actually a strong point of the game.
At the very least i would prefer to see something like what happens in Amherst Apt leg... with multiple waves from multiple directions.... but with more dynamic range of spawn types. I would prefer to need to use less bullets to kill something but for me to actually hit something to be much harder. And to have to kill more potential enemies in an area before we can move on.
As it looks like these will be the final "new" content added to the game, the dev team can be forgiven in trying to make these last two missions "upgrades" as hard as possible.
Speaking for myself at least.
Expecting or hoping for something else at this stage of proceedings it probably asking too much.