Dungeon Warfare 2

Dungeon Warfare 2

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Sylxeria 13 May, 2019 @ 9:08pm
A few trap upgrades that could use a bit of a buff
Power Siphon and Mass Animate Dead

I'll start with <Power Siphon>
It increases the trap's damage by +1 for every successful Hexing. However, it has to compete with <Giant Killer> which is a 50% boost in damage up-front.

The upside is that Power Siphon will work forever. The downside is that to meet the same damage boost as Giant Killer, it'll need to have killed HUNDREDS of enemies. Even at Lv30+, I often go Giant Killer over the other two because it needs that boost in damage to keep doing what it's supposed to do. The other downside is in the description: It actually needs to land a killing blow to get the damage increase, and it's only a meager +1 to the damage. It's also more expensive than Giant Killer is.

Suggestion: Maybe instead of raising the damage on a successful kill, have it inflicting a damage-over-time debuff onto the affected target? It's "siphoning" its power! So when upgrading the trap you're deciding between faster recharge, stronger upfront damage, or a lingering effect. Alternatively, have it be a % increase in power like the Dart Trap's <Soulsteal>.


<Mass Animate Dead>
The problem with this one is minions tend to be kind of weak, particularly later in the game. Skeletons don't scale well so they tend to die too quickly for them to be of any use. In fact, in DW2 I rarely get the chance to see skeletons at all beyond the early stages because they're too brittle to even stand up to Peasants and Nobles even if their summoners can. I always go Mausoleum for the extra lich instead of worrying about the skellies. Corpse Explosion tends to be a better pick too.

Suggestion: Skeletons would need to be a lot stronger and/or more durable for this to be able to really compete with Mausoleum. Alternatively swap Mass Animate Dead out for some other upgrade; maybe giving their attacks a chance to Fear enemies for a short period of time, or their attacks Curse them, etc.




Also, while not a trap upgrade exactly, the Empowering for a Soul Harvester has a really minor area of effect. It says 8% but the radius barely moves even at Lv2. That's 30,000g there, where <No Escape> (at 300g) and <Lasting Grasp> (at 80g) have much more an effect. Maybe make this a 10% or 12% increase instead?
Last edited by Sylxeria; 13 May, 2019 @ 9:15pm
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Sylxeria 21 Aug, 2019 @ 9:49pm 
I'd like to add a few more thoughts:


The Bolt Trap's "Frozen Core" wears off way too quickly. By the time any traps hit it the effect's already worn off. It won't need to be increased much, but a tiny boost would be nice.

Slime Trap's Empowering only goes up by 1%. To get it raised to any noticeable level you'd need to sink a LOT of money into ONE panel. Maybe boost it to 3% or 5%?

"Gale" and "Heat Wave" from the Frost and Inferno traps don't really push enemies much, even with a maxed out brute force physical bonus and +77% physical boosts from equipment . Gale in particular just can't compete with the other two upgrades. In contrast, these bonuses make Heavy Bolts on the Bolt Trap a ranged Push Trap! I'm not sure how much these should be changed if at all though, since by nature they're not *meant* to be Physical Force traps anyway.


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