Dungeon Warfare 2

Dungeon Warfare 2

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Various QOL changes.
Broken down into how simple / complex it is and how beneficial it would be to everyone.

Stats
- Add weight to enemies as a stat (can use KG/Ton but normal numbers are just fine)
- Add weight displacement value (stat) to traps that use them (push trap can move X, X beats Y where Y is the enemy weight stat so it moves. Bigger difference = move more.)

- Add speed to enemies as a stat (tiles per second)
- Add slowed % to enemies as a stat (total value, source (chilled, slime traps)).

- Add duration of burn, chilled as a stat on traps that apply
- Add damage amount of burn / poisoned (withering) on either enemies or traps. Burn traps would be efficient enough to add there, but ideallly both traps and enemies reflect this.

- Add Force (weight displacement stat B) to traps as a stat. Ideally this is separate from weight but i don't know how it's coded / calculated so pick either or both.

- Add explosion/AOE radius (tiles) to applicable traps / enemies (ie: dwarves, bomb trap, shockwave trap, etc)

Items
- Severely increase the storage capacity for items total or items queued (ideally both). Also suggest decreasing the size of the icons used by at least one third to display more items per page per row/column etc.

-Display possible min/max values on unique items for transparency reasons. Having a tier 30 unique be exactly 1/4th as effective as a tier 12 item is ludacris so it gives a better understanding for players to see what can go how high etc.

-"Sorted tabs" (as requested many times by many people but with a twist) that let you flag a tab to only accept items of that rarity (normal, enhanced, rare, unique)
- If the above is ever an option, further sort by item type, item tier, etc.

Gameplay
- "Call all waves" because why not. Disabled if endless waves are active. Hotkey something like Ctrl+shift+click/E to make it accessible.

- Map markers / outline detailing what "biome" it is (caves, desert, jungle, etc. Possibly colored / with icon)

- Better differentiate completion marks (runes used in stage) via either colored indicators of the weapon symbol or a simple number figure (0-9) on the tile in question.

- Maps used should be queued and not instantly take the player to the map screen. Can be a toggle feature but would effectively let anyone use multiple maps until the map is "full" before displaying all of the maps showing up on the main screen.

Various mechanics

- Max upgrade toggle for mastery/skill levels, anything that applies. Different modifiers also beyond just 1 or 5 would be nice.

- Upgrades with more than 1 at a time for masteries should reflect the total cost in gems, not the cost per 1 level when adding 5 or more (minor but nice)

- Copy/Paste trap upgrade paths. Essentially letting you upgrade one trap with a layout then add that layout to similar traps that have not been upgraded yet. Saves infinite amounts of hours of time wasted clicking through 100 traps at times.

- "Destroy X always" or "Trash X always". Would compliment sorted tabs etc. The ability to automatically discard items of X rarity / type in favor of keeping inventory space clean and not losing out on 50 pages of loot because of item capacity restrictions. Obviously priority changes if inventory is expanded.


Minor gripes / fixes

- Minion efficiency overhaul. Skeletons / demons created on par with necromancer / hex trap level, necromancers attack and "act" more efficient overall and demons don't do nothing at times and actively do things like you would expect them

- Items, traps and other sources that target friendly units while being friendly should no longer do so. Rocket traps, lightning traps etc should not target friendly demons, necromancers, skeletons, etc.
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Showing 1-2 of 2 comments
Groquest  [developer] 13 Jul, 2018 @ 8:54am 
There are so many good ideas here. Some of them are already in our to-do list. It will take a lot of time to implement all of these. We're constantly working to improve the game, but there's only so much we can do. But we'll try. Thank you very much for the detailed suggestions.

Originally posted by Groquest:
There are so many good ideas here. Some of them are already in our to-do list. It will take a lot of time to implement all of these. We're constantly working to improve the game, but there's only so much we can do. But we'll try. Thank you very much for the detailed suggestions.
Thanks for your reply. I by no means meant to impose that all of these need to be in the game but a lot of them are purely feedback for player engagement :)
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Showing 1-2 of 2 comments
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