It’s been a busy few weeks! We were absolutely blown away by the launch reception. As more players dove into the game, we scrambled to put out the server fires. You may have noticed several patches and maintenance updates since launch, which we’re pleased to report have greatly improved our server stability. On the Xbox One side, these server issues also caused several crashing issues -- most of which were fixed in last week’s patch! There’s still work to do, but things are looking brighter by the day.
Alongside Xbox One and server fixes, our team is working on Patch 1.0.3! This patch contains loot tweaks, balance changes, optimization updates, quality-of-life improvements and bug fixes based on the feedback we’ve seen since launch. It also includes a little something special for sticking with us through the launch madness! We’re still finalizing and testing the patch, so we don’t have a release date for Patch 1.0.3 yet. We’ll have a release date for you soon!
Here’s what’s coming in the patch:
FREE Beat the Heat Bundle & Weekend Events
In Patch 1.0.3, we’re giving away some exclusive gifts for hanging with us through our launch kinks. These items will only be available for a limited time once the patch comes out:
A free 4,000 Defender Medal gift
A free, exclusive Purrville the Helicatter pet!
A free, exclusive Squilbur the Squid hat for the Squire!
A free, exclusive PAWS the Corgi shoulder pal for the Squire!
A free, exclusive shirtless beach Squire accessory!
A free, exclusive Squire beach shorts accessory!
And our eternal gratitude, which is the most priceless gift of all. Literally. It has absolutely no real-world value. Damn you, society!
Plus we’re doing TWO Double Gold Weekend events when the patch comes out! Keep your eyes peeled for more details on these free items!
Xbox One Crash Fixes
This patch will include more Xbox One crash fixes. It’s also our goal to release another hotfix before this patch releases with even more crash fixes!
Loot Drop Updates
After reviewing player feedback and diving into the data, we agree that item progress, especially in Chaos 4-7, is too slow. There are too many items spawning that only give very small increases in power. This is making it take far too long to beef up all your characters, and the problem gets worse as you play in the later Chaos difficulties.
So with this patch, in all Chaos difficulties (but especially in Chaos 4-7), items will drop with larger power increases than before, and we’re increasing the chance of finding items with larger power increases. Not only that, but we’re adding in the occasional chance for a ‘super drop,’ which gives you a chance at items that are substantially more powerful. There’s still a good bit of randomness in the system, so don’t expect to get loads of high-powered legendaries dumped on you in your first game. But there are now far more opportunities for ‘big wins’ than there were before, and we hope players really feel it!
While we don’t consider this a blanket ‘fix’ to all the known item issues the community has highlighted, we do consider it a great step in the right direction. More changes coming soon!
Four More Chaos VII Trials Maps
We’re adding four maps to the Chaos VII Trials rotation! These maps are:
Little-Horn Valley
Assault on Throne Room
Buried Bastille
The Dead Road
You’ll encounter 8 total maps when you tackle the C7 Trials. More Trials improvements to come!
Wall Collision & Range Indicator Updates
We’re increasing the collision size on our blockades!
The Spike Blockade collision volume is 37% larger on the X axis and 20% larger on the Y axis.
The Volcano's square collision volume is 37% larger.
The Training Dummy's square collision volume is 18% larger.
The Arcane Barrier's collision volume is 66% larger on the X axis.
The Maw of the Earth Drake's collision volume is 25% larger on the X axis.
The Viper's Fangs collision volume is 11% larger on both the X and Y Axis.
The Colossus' collision volume is 33% larger on its Y Axis.
In addition to this, we’ve added new range indicators on blockades to help you seal your lanes.
Trap Range Indicator Updates
All traps now display two ground decals during placement and inspection modes: one decal displaying the trigger radius, and another decal displaying the damage range!
Minimap Improvements
The minimap now displays damage states for defenses. On top of the flashing when they get hit, towers will change colors from green, to yellow, to flashing red when below predefined health thresholds. Defenses that have been destroyed will also show up on the minimap with a blinking icon for 3 seconds for a better at-a-glance view of your moment-to-moment action.
Balance Updates
We’re making numerous balance updates to specific defenses with this patch, with a special focus on a few of our less frequently used defenses.
Most of our fixed-target towers (Cannonball Tower, Harpy’s Perch, Earthshatter Tower, etc.) will see a substantial increase in their overall DPS. This is a straight stat boost to these towers, trying to make them competitive with defense that can hit many targets. We want to see these towers leveraged more, especially in Chaos difficulties where projectile towers are expected to shine.
Defenses with extremely slow ATK Rates (Earthshatter, Lightning Strikes Aura, etc.) will see some improvements in their ATK Rate. While we’re not expecting every defense to hit as fast as the Flame Aura, the slow ATK Rates on these defenses has lead to a lot of ‘overkill’ damage and general targeting failures. These defenses will fire faster by roughly a second or so than they are currently, with corresponding adjustments to Defense Power and Crit Damage ratios.
Next up, many of our defenses with very high DU/Mana costs will see their base costs come down. Defenses like the Blaze Balloon have proven hard to use, despite their relatively high DPS outputs, and we want to get them back into regular usage. This change is intended to be more of a usability improvement and not a straight stat buff, so we’re accompanying these changes with corresponding reductions to their Defense Power and Crit Damage ratios when appropriate.
There’s a few bug fixes going in that will affect balance as well. Swapping shards to temporarily increase the max nodes on some of EV2’s defenses has been eliminated; you must leave the shard on the defense or the extra nodes are removed. We’ve also fixed a terrible bug with Hornet’s Nest that was crippling its DPS, and it should result in it being quite a powerful defense again!
We’ve also finally made some updates to the Shatter combo effect. While we’re super happy to see players using Frosty Proton Node to setup this combo, we felt that the potential damage output of the Shatter effect was a bit too strong. We really didn’t want to nerf Frosty Proton Node, and, there was certainly no call to nerf the Cannonball Tower, Earthshatter Tower, etc., so we went with a reduction to the Shatter effect itself. Shatter will still obliterate weaker enemies like Goblins, but after this patch it will no longer be a guaranteed kill on tougher enemies like Drakin and Berserkers. We’ve also fixed it so it can now damage minibosses / special enemies, instead of just consuming the Freeze and having no effect.
And while the reign of the Weapon Manufacturer (and to a lesser extent, the Poison Dart Tower) has been interesting, it’s proven to be too much of a ‘one stop shop’ solution to many Chaos difficulties. As such, we’re making some adjustments to reduce its dominance, with the hopes of seeing diversity increase with these changes plus our numerous defense buffs.
We hope these changes will improve diversity and flexibility amongst builders in all Chaos difficulties! Fans of the Mystic and the Obelisk will want to take special note, as it’s undergoing some pretty radical balance updates with this patch. (It’s basically hit by every one of our core changes listed above!)
Optimization Improvements
This patch includes several optimization improvements to the game, which should improve framerate across all three platforms but particularly on the PS4 and Xbox One versions. We’re exploring more optimization changes to improve framerate on the console versions. Stay tuned for more information!
Inventory UI & Shard Icon Tweaks
We’re adding a number of Inventory UI improvements in Patch 1.0.3:
More Shards have unique icons now! This will help you find the Shard you’re looking for.
The Experience/Ascension bar is now permanently located on the Inventory screen
The Inventory now highlights any new item that the player didn't previously own until the player focuses on the new item. This includes auto-equipped items, items that have been manually picked up by the player, and bundled items like Shards.
Items selected in your Inventory will now highlight any valid slots on the left side Hero Manager screen, making it easier to determine which items can be equipped where.
The number of weapons a hero can equip is now accurate, which means only the Squire has two weapon slots now!
Disable Controller Vibration Option
For those who don’t like to play with your controller shaking like an earthquake, we’re adding the option to disable controller vibration!
Game Browser UI Changes
We’re making several usability changes to the Game Browser UI to make it easier to join and create games on controllers!
Xbox One Vsync Option
We’re adding a Vsync option for the Xbox One version in this patch!
Controller Deadzone Updates
Thanks to a wonderful Reddit post, we’re exploring updates to our controller joystick deadzones. In case you don’t know, deadzones relate to how far you have to move the joystick from its central resting place before the game registers movement. A large deadzone means you have to push the joystick really far to the edge before movement begins; a small deadzone means very little joystick movement is needed. The result of these changes should improve overall joystick movement and give you more useful deadzone options. This is a stretch goal for the patch, so if it doesn’t come out in this patch, it’ll come out in the patches following.
Bug Fixes
Finally, this patch will contain a number of bug fixes, including a fix for the auto-collect options not working properly.
Thanks for your support, Defenders, and stay tuned for more information on Patch 1.0.3 and the FREE Beat the Heat bundle!
Love,
The Trendy Team
We're Out of Early Access!
Dungeon Defenders II is officially out of Early Access and free-to-play on Xbox One, PC & PS4! With this major milestone in our game’s history, we’re releasing Update 1.0.
https://www.youtube.com/watch?v=ftaYaX5A84c
Update 1.0 focuses on our New Player Experience. This update fixes a ton of bugs, adds a lot of polish, introduces more quality-of-life changes, improves our early-game experience, and gets new players through Campaign and deep into Chaos. After today, we’re spinning up on features and changes you’ve been asking for (Endless Mode says hi).
We’ve been in Early Access for more than two years. With more than 60+ updates, Dungeon Defenders II has grown up before our very eyes. It’s been exciting and, quite frankly, a little unnerving to develop a game with you watching every step of the way. Our growth and improvement is because of your support, your feedback and the dedicated members of our team who went above and beyond to drive our game forward. We’re proud of where Dungeon Defenders II is today, but launch is just the beginning. With your support, Dungeon Defenders II is only going to get bigger and better!
Here are the notes for Update 1.0:
Xbox One Version Available Now!
Brewed in secrecy, the Xbox One version is finally here! We’re also pleased to announce that the Xbox One version, at launch, is completely caught up to our PC & PS4 versions!
Features
The Initiate Come on and SLAM!
The Initiate is our first gender-swap hero. This powerful Chi-wielding warrior is the gender swap of our bald friend, the Monk. She uses the same defenses as the Monk, but she comes with a suite of new abilities:
Chi Stomp: A powerful slam that can be activated in mid-air!
Crippling Chi Wave: The Initiate builds up a glowing ball of Chi and launches it at her enemies, which damages and debuffs any enemies hit!
Talisman of Empowerment: The Initiate places a talisman on the ground that temporarily boosts the power of nearby defenses!
The Initiate is available at a lower Gem and Defender Medal price than other heroes. And don’t worry: The Barbarian will have his time to shine soon.
Updated Tutorials Play our all new Tutorial map and check out our new Tutorial videos with the new How To Play Menu! The new videos and map cover a variety of helpful hints, tips, and tricks that will aid in your defense of Etheria!
Updated Story and Campaign Etheria has never felt so alive! Play through the updated story in our revamped Campaign experience and stave off the Old Ones advance. Prepare for new threats and twists that will appear. Make sure to keep an eye out during Build Phase!
New Summary Screen & Score System At the end of each map, whether you win or lose, there’s a new summary screen that will score you based on your performance. Our new scoring system includes many different modifiers and bonuses to help you tweak your builds and get higher and higher on your personal mental leaderboard. Shortly after the release of score, we’ll add some form of score tracking for players to see!
Updated HUD & Health Bars We’ve updated a number of our Heads-Up Display elements to make the UI cleaner while providing more information. The biggest change is the addition of hero deck hotkeys above the Health Bar. Now you can easily see which hero is in which hero deck slot hotkey, which is especially handy if you’re the kind of player who constantly rotates heroes in and out of your Hero Deck!
New Tower Skins Check out the all new Bit Crush Dryad, Woodland Apprentice, and Hypno Abyss Lord Tower Skins! (Time for an Abyss Lord/Monk defensive DANCE PARTY! Unce unce unce #hype)
New Shard Icons We’ve added new iconography for some of the most popular Shards in the game. We’ll continue to improve on our Shard icons after launch!
Channel - Icon Type Change
Inspiration - Icon Type Change
Hero Critical Strike - Minor Border Change
Life Leech - Icon Type Change
Speed Boost - Icon Type Change
Superconductor - Icon Type Change
Construction - Icon Type Change
Explosive Guard - Icon Type Change
Defensive Critical Damage - Minor Border Change
Destruction - Minor Border Change
Fortification - Minor Border Change
Deadly Strikes - Icon Type Change
Panic Fire - Icon Type Change
Press Your Luck - Icon Type Change
Incursions & Legendary Weapons As part of our New Player Experience, we’ve introduced Incursions into Chaos! The goal of our Incursions is to provide variety and progression milestones as players progress through Chaos.
Each Chaos tier will now have its own unique Incursions. After completing an Incursion, you’ll unlock unique Legendary weapons at the Wayfarer! The Wayfarer will forge these unique weapons based on your highest powered hero. The Wayfarer will sell these weapons for Defender Medals, so be sure to sell those Souls4Gold when the update comes out!
As for long-term gameplay variety in our endgame, we have a number of interesting changes and features we’re going to add post-launch. Stay tuned!
New Weapons In addition to the Wayfarer weapons, we’ve added many new weapon models to the game across many of our different heroes. Go forth and get that sweet new loot!
PS4 Optimization This update improves PS4 framerate, especially when a lot of enemies are on-screen at once. This is just the first of our optimization updates for the PS4 -- shortly after launch, we have a litany of other changes that should improve framerate even more!
Quality of Life
Added a new Minimum Ascension Level host option.
Added the ability to rename your heroes for free in the Inventory.
Added controller sensitivity option on PC.
Revamped range indicator decals for visibility.
Now you can play and access everything on PC with a controller, including the Options Menu!
Added the names of defenses under relic slots.
Added Server Region display to the Main Menu.
Improved the Flamethrower Tower’s visual effects.
Added a minimap and NPC blips to the Heroes Marketplace.
Improved player name display with proper capitalization!
Added a “Hold to rotate tower” for PC controller users.
Improved and unified the look of many different UIs.
Updated the first quest in the game to have smarter text and a better UI.
Victory chests show up on all minimaps.
The War Table in the Private Tavern should now default to Private Games. Such private. Many seekrits.
Updated the game icon to the Squire’s Head. This was the most important change of all.
Balance
Core Health
Increased the core health in Chaos to protect against enemies one-shotting the core.
Shards
Ballista - Black Arrow damage increased from 50% to 60%.
Cannonball - Stun Fire proc increased to 25% and stun duration from 2.4 to 3.0 seconds.
Cannonball - Heavy Cannonball damage increased from 950% to 1250%.
Earthshatter - Earth Toss proc chance increased from 35% to 100%. Knockup duration increased slightly.
Fire for Effect chance increased from 25% to 45%
Flame Aura - Encroaching Flames proc chance increased from 25% to 30% and damage increased from 40% to 60%.
Skeletal Archer - Explosive Arrows proc chance increased from 15% to 30% and damage increased from 110% to 450%.
Snakes on a Plane - Proc chance increased from every 5 seconds to every 3 seconds and damage increased from 525% to 3000%.
Enduring Bubble - Levels increased from 8 to 10. Buff duration decreased from +5 seconds to +2 seconds.
Lateral Blast - Damage increased from 725% to 2250%.
Mega Rock - Proc chance increased from every 10 volleys to every 5 volleys. Damage increased from 1150% to 4000%.
Frosty Proton Node - Proc chance increased from 5% to 25%, duration decreased from 5 to 2 seconds.
Gunwitch’s Hunting Blind Tower damage unchanged from 0% to 0%.
Betsy Weapons
Betsy weapons now have their shards locked in a shard slot to mimic their old, pre-shard passive effects.
Apprentice and Huntress Betsy Weapons have had updated firing rates and damage to better match our new balanced solutions.
Updated Betsy’s Empowered Lightning Shard description to make more sense.
Bug Fixesss
Fixed another magical Proton beam crash. Huzzah!
Fixed an issue with an endless black screen after multiple loading screens.
Hero Information and Currency indicators should no longer overlap.
Improved fullscreen and windowed game display modes.
Fixed another Siege Roller stuck issue.
Power Transfer Shard functions when equipped to Boost Aura now.
“Speeds” are now “Orbs” again.
“Skulls” are now “Marks” again. We have no idea how that happened.
This also means the Orb and Mark filters work again!
Abyss Lord’s Abyss Stones are now able to crit.
This update fixes a bug where multiplayer enemy health scaling was scaling higher than intended. Per-player enemy health scaling is now +25% rather than +50%. Go forth and defend with friends!
Fixed an issue where you could not drop a Shard onto a bag icon.
Shard Packs and Shards should go through the proper auto-collect flow now.
Fixed a text pop up at a really high Ascension level.
Jumping and using the right click dash on the Lavamancer should work properly now while dashing around the map. No more randomly hitting invisible walls! HOORAY!
The Ogres on the Forest Ambush Incursion thought it’d be really cool to just T-pose for fun. We set them straight.
The crosshair reticle should now turn the correct colors when targeting allies and other things in game. It will be colors other than red now! ADDITIONAL HOORAYS.
Updated several error message text to make more sense.
The resolution selector in the Options Menu is now scrollable with scroll wheels.
The World Tree now properly gets destroyed during the Victory animation if it’s too close to the Victory Chests.
Updated the description on the Shadowflame Dagger.
Updated the consumable tooltip to use the new UI.
Combined Power - Serpent’s Coil beams will now attack training dummies.
Updated the error text if there are no marked targets for Arcane Volley.
Gunwitch’s Snipe Critical Damage Shard no longer applies to all elemental damage.
Fixed the Level 50 Level Up Pop Up to show Level 50 instead of “Level 0”.
Renamed the default hero names to their classes. Squire is now “Squire.” Monk is now “Monk.” Barbarian is now “Pete.”
Fixed a challenge display issue where it would render completed challenges twice in the UI.
Flame Aura properly calculates crit damage and chance into its inspected DPS number.
Fixed a matchmaking issue where if Player 2 declines, then Player 1 gets an “Unknown Error.”
Fiery Brimstone Shard now only works for the Abyss Lord as originally designed and fixed the critical damage scaling on the procs from 100% to 12% where it should be.
Unequipping items will go through the auto-collect flow and go to the bags that they should be.
Fixed an issue where swapping to EV2 Mark III was causing a rogue torso to display.
Fixed Drakken’s eyes and mouths to be glowing properly.
Added a notification that a party request has been sent to another player.
The “Could not authenticate with Steam… try again?” pop up was missing some buttons. We gave them back.
Fixed a crash if you had selected Exit on a menu screen while an immediate message was being displayed.
Mystic’s Dark Torment damage over time critical effect is no longer scaling inversely with hero damage.
Fixed a billboard issue on Siege of the Throne Room.
Fixed an area where Kobolds could get stuck in the Ruins.
G4T0’s facial animations have been restored! Beep boop. Bloop.
Fixed a boost aura description typo. “Precentage” is right… right?
Fixed small lighting issues on the Dryad Hornet’s Nest and Slime Pit.
Monk’s alternate attack is no longer blocked by towers.
Fixed the wyvern death animation.
The Weapon Filter on the Filter By… bag no longer has defense stat options.
Fixed a spot on Dragonfall Plaza where the Dryad could exit the map.
Fixed several small issues with tower damage challenges.
Known Issues
No “Press G to End Match” message is displayed after beating wave 4 on Airship Battle. This is only a visual problem and G still functions correctly.
Glaive of Storms isn’t currently purchasable in the wayfarer shop. It still unlocks and drops from the Power Surge Incursion.
Glaive of Storms’ unique shard is missing its icon.
Out of Early Access in Two Days!
Two more days. Just two more days until Dungeon Defenders II launches on Xbox One, PC & PS4. Two more days until the game is officially out of Early Access and free-to-play on all platforms. Excuse us while we hyperventilate. OH GOD. *grabs knees*
https://www.youtube.com/watch?v=Tj49Qzkm94E
On June 20th, along with this major milestone in our game’s history, we’re releasing Update 1.0, which is focused on our New Player Experience. In our Devstream above and blog below, we’ll walk you through the major beats of the patch. After June 20th, we’re spinning up on lots of features and changes you’ve been asking for (Endless Mode says hi).
Launch is just the beginning. With your support, Dungeon Defenders II is only going to get bigger and better!
Gender Swap: The Initiate
Come on and SLAM. The Initiate is joining us on June 20th!
The Initiate is our first gender-swap hero. This powerful Chi-wielding warrior is the gender swap of our bald friend, the Monk. She uses the same defenses as the Monk, but she comes with a suite of new abilities.
Chi Stomp: A powerful slam that can be activated in mid-air!
Crippling Chi Wave: The Initiate builds up a glowing ball of Chi and launches it at her enemies, which damages and debuffs any enemies hit!
Talisman of Empowerment: The Initiate places a talisman on the ground that temporarily boosts the power of nearby defenses!
The Initiate is available at a lower Gem and Defender Medal price than other heroes. And don’t worry: The Barbarian will have his time to shine soon.
New Tutorial Mission + Tutorial Videos
We’ve completely revamped our tutorial mission! Our new tutorial teaches players how to place different types of defenses, how to hotswap between different heroes and more. We’ve also added a new How To Play section with additional videos to teach players about advanced tactics, loot, Inventory and more.
Updated Campaign & Story
We’ve given our early-game experience some additional love! On several maps, we’ve added new mutators to keep the gameplay experience fresh through the Campaign. We’ve also fleshed out the existing story with new cutscenes and new in-game dialogue. If you’ve already played the Campaign, be sure to grab a new hero and check out the changes! There might be a few hints of things to come...
Incursions + Legendary Weapons
As part of our New Player Experience, we’ve introduced Incursions into Chaos! The goal of our Incursions is to provide variety and progression milestones as players progress through Chaos.
Each Chaos tier will now have its own unique Incursions. After completing an Incursion, you’ll unlock unique Legendary weapons at the Wayfarer! The Wayfarer will forge these unique weapons based on your highest powered hero. The Wayfarer will sell these weapons for Defender Medals, so be sure to sell those Souls4Gold when the update comes out!
As for long-term gameplay variety in our endgame, we have a number of interesting changes and features we’re going to add post-launch. Stay tuned!
Updated HUD + Health Bars
We’ve updated a number of our HUD elements to make the UI cleaner while providing more information. You can check out the Devstream video to see it in action, but the biggest change is the addition of hero deck hotkeys above the Health Bar. Now you can easily see which hero is in which hero deck slot hotkey, which is especially handy if you’re the kind of player who constantly rotates heroes in and out of your Hero Deck!
New Summary Screen & Score System
It’s finally here! We’ve implemented a new summary screen at the end of the match, and the biggest new change here is our score system! Each match, you and your team will be given a score based on how well you played and built. We’ve included a number of multipliers in this first iteration of the score system. Optimize your builds to get the best score! In the future, we plan on adding leaderboards, rewards and more based on our score system!
PS4 Optimization
This update improves PS4 framerate, especially when a lot of enemies are on-screen at once. This is just the first of our optimization updates for the PS4 -- shortly after launch, we have a litany of other changes that should improve framerate even more!
Shard Buffs
We’re continuing our Shard Buffs! These buffs are focused on hero-specific Shards, especially on Defense Shards. More Shard Buffs (and Defense Buffs) will come post-launch!
First Shard Icon Updates
We’ve updated the icons of some of the more popular Shards to help you find them easier in your Inventory. We’ll continue to update our Shard system, you guessed it, post-launch.
Host Option: Minimum Ascension Level
In the update, you’ll be able to set a minimum Ascension Level for your matches! You can use this feature to reduce the number of new players jumping into Chaos VII matches -- of course, if you want to help the newbies out, you can keep this set to 0. More host tools are on the way!
Hero Renaming
Hero renaming! For free! From the Inventory, you can rename all of your heroes as often as you want.
Multiplayer Scaling Bug Fix
This update fixes a bug where multiplayer enemy health scaling was scaling higher than intended. Per-player enemy health scaling will now be +25% rather than +50%. Go forth and defend with friends!
New Tower Skins
We’ve added several new sets of Tower Skins so you can betterfy your towerz.
Full Controller Support on PC
Now you can play and access everything on PC with a controller, including the Options Menu!
Bug Fixes
Tons of them.
We can’t wait for Tuesday. We’ll see you there, Defenders!
Love,
The Trendy Team
Officially Launching on June 20th!
Dungeon Defenders II is launching on Xbox One, PC & PS4 on June 20th!
For more than two years, we’ve delivered 60+ updates during Early Access. We’re finally ready to tell the world that Dungeon Defenders II is officially here. And we’re excited to tell people that, yes, we’re bringing our game to the Xbox One!
https://www.youtube.com/watch?v=fiCPC2qLEpg
On June 20th, Dungeon Defenders II will be free-to-play on ALL platforms. If you’ve been waiting for F2P to jump into the PS4 version, or if you’ve been waiting for the Steam version to leave Early Access, that day is your day.
With your support, we’re going to continue to bring new content, new features, quality-of-life changes, optimization improvements, bug fixes and so much more to Dungeon Defenders II. We're working on quite a few of these as we speak. We’ll share those details over the coming weeks.
Thanks for all of your support, and we'll see you at launch!
Love,
The Trendy Team
Patch 21.1 Out Now!
Greetings, Defenders! We hope you’ve been enjoying The Loot Update! Today’s patch fixes an issue with the max loot stat rolling in each Chaos tier:
Max Loot Stat Range Fix
You should now find loot with higher stats in every Chaos tier! Loot wasn't rolling up to the intended Chaos stat ranges. This is now fixed.
In all Chaos tiers, loot will now roll up to a higher maximum stat number than before The Loot Update.
If you had max Chaos 7 loot from before The Loot Update that was boosted with the update, you should now find loot that’s equal or slightly higher than that. Everyone else is able to find this same loot when they reach the top end of Chaos 7.
Enjoy your weekend! Go forth and loot!
Love,
The Trendy Team
The Loot Update Is Here!
The Loot Update is out now on PC! Read on to learn all about the update:
Loot Updates
We’ve been working on a series of changes that takes the new loot system from the Trials update and tweaks it to make loot more interesting and more intuitive. It applies the feedback we’ve received since the Trials update and instills more of the spirit of the loot system from the original Dungeon Defenders. These changes will apply to all new drops; your current gear will be unaffected with the exception of the upgrade scaling change. We hope you’ll enjoy the following changes:
New Stat Rolling System Before this update, rarity affected the stats on loot -- the higher the rarity, the higher the stat roll. This was intended to make higher rarities desirable, but this was actually making progression slower than intended and caused roadblocks in progression. Equipped Legendaries (and even Mythicals) would increase the time until your next stat upgrade, and in some cases, it stopped intended stat upgrades from appearing at the end of a Chaos tier. We’ve removed this, and in its place, we’ve made some exciting changes to rarities to make them worthwhile to find. You’ll discover these changes later in the patch notes.
Something else that’s plagued loot in DD2 is its lack of multi-dimensionality. When you look back at the first Dungeon Defenders, the loot system begged you to give every loot drop a chance. There wasn’t always a simple “yes” or “no” of whether an item was better for you. Stats on loot rolled individually, so there were vastly more implications when deciding if a drop was better or worse for you. Say an item rolled with Defense Power and Defense Health. Perhaps Defense Power rolled higher than your current gear, but Defense Health rolled lower. Is that a tradeoff you’re willing to make? Is power worth more than health for your particular build? Worth more at this point in your progression? Is it bad for one hero but better for another? This kind of decision making was a driving force in DD1 in both the main progression and in the endgame.
With that spirit in mind, loot stats will now roll independently from each other! This should instill more of those interesting decisions into loot, and at the same time, it’ll introduce sidegrade opportunities to improve your speed of progression!
4 Stats on Legendaries! Legendaries are going to roll with an additional stat! If Legendaries are going to be rare, then you should mess yourself a little when you see that golden beam rising toward the heavens. Throughout our Early Access period, we’ve learned (and you’ve learned) that you don’t need that extra stat in order to succeed. But there was a certain joy in DD1’s loot when all of those beautiful stats rolled on a single item. It was that little extra push to keep playing and keep hunting. This change should make Legendaries feel just that much more special. Along with this change...
New Fixed Upgrades Per Tier & Upgrade Scaling Rarities have new upgrades! As of this update, each rarity has a specific upgrade number that the rarity will always drop with.
Legendary: Will always drop with 60 upgrades
Mythical, Epic and Powerful: Will always drop with 30 upgrades
There was an upgrade bug with late C6/C7 loot where max stats gained by upgrading was way higher than intended. The issue wasn't the amount of stats you could get; it was the growth per upgrade. This would have caused major stat issues in future Chaos tiers, so we've changed the growth rate.
We didn't want to leave you guys being unable to reach the same amount of stats as before, so we also increased the stat roll range for all Chaos tiers. This means you can reach the same stat values (if not higher) as before, but you're relying a little less on upgrades in higher Chaos tiers and more on the actual loot drops.
Increased Armor & Weapon Shard Slots to 3 We’ve also increased the Armor and Weapon Shard Slots from 2 to 3! Even better, these 3 Shard Slots will appear on both Legendary AND Mythical loot! We can’t wait to see what new builds you’ll create with these changes.
Increased Loot Drops We’ve increased the amount of loot that drops in Trials!
Loot Rolls Based on the Most Powerful Hero in Your Deck One of the most common confusion points of our new loot system was how loot generated. Before this update, loot generated based on the average stat power of every hero in your deck, so if you had heroes with worse stats than others, the generated loot would be worse. In this update, loot will generate based on the most powerful hero in your deck. You won’t have to remove your other 3 heroes before Combat Phase just to get the best loot. Based on our playtesting, this change alone removes a lot of the WTF moments from our new loot system.
Increased Stat Roll Ranges Speaking of loot generation, loot is generated in a +/- range around your equipped gear. Currently, that +/- range is fairly small. There aren’t enough of those “wow” moments of finding a loot drop with big stat upgrades -- not enough of those “power spike” moments. We’re increasing this range so that power spikes happen more frequently. Another thing to note is that with the new individual stat rolling, items that would previously be an across-the-board “-” roll (since both stats rolled in identical numbers) could now become possible upgrades!
Higher Loot Cap Per Chaos to Help Bridge the Gaps For some players, moving between Chaos tiers was easy enough. For others, the gaps felt like an impenetrable wall. That’s what we’ve heard over and over since the Trials update.
In the loot system introduced in Trials, each Chaos tier drops better and better loot up to a certain point. Once you hit that point, you’ll need to move on to the next Chaos tier in order to keep finding better loot. With this update, we’re increasing the maximum loot cap per Chaos tier. If you can’t survive the leap to the next Chaos tier, you can now progress higher in your current tier. This additional power potential should decrease the gaps and increase your upward mobility.
Increased Gold Rewards
Players weren’t earning enough gold in earlier Chaos tiers. For rough comparison, Chaos 1 only awarded around 13,000 gold per victory, while Chaos 7 awards around 56,000 gold.
So in this update, we’ve increased the gold rewards in all Chaos tiers below Chaos 7, with significant increases in the early Chaos tiers that taper off into the higher tiers. For example, Chaos 1 should now award closer to 21,000 gold, which is around a 60% increase in gold per victory! This should greatly help with the gold squeeze in earlier difficulties. It’s also worth noting that our increased loot drops will leave players with more gold than before. We’ll continue to monitor the gold-per-hour and gold-per-difficulty players achieve at these new values and make more adjustments if needed.
As a result, players will see an increase in gold earnings with this new patch, and that’s not even including the following change:
Consecutive Win Bonus XP & Gold
In this update, we’re rounding out our Consecutive Win feature by introducing Gold and XP bonuses! You’ll begin to earn these bonuses on your 1st overall win, and these bonuses will grow up to a cap. The more you play, the more you’ll earn! (Also, we’re actively working on Matchmaking fixes. Several fixes will come out in this update, which includes possible solutions for being unable to continue after the end of a match, and more fixes are on the way soon. We’ll continue to make the Consecutive Win bonus and Matchmaking feel better and better!)
Experience and Ascension Updates
We’re happy with how fast players are earning Ascension levels when they’re playing at a challenging difficulty. But some players are farming much, much lower difficulties to earn Ascension levels at very fast rates, and it’s thrown off our estimate on how fast players would earn Ascension levels.
When we released Chaos 6 and Chaos 7, some players had steamrolled way ahead of our Ascension estimates by farming earlier Chaos difficulties. In essence, we had two audiences -- one that was at or near the target Ascension level for Chaos 6, and another group that had pulled way, way ahead. Balancing new difficulties for these two different audiences became quite challenging, and we realized we needed to close the gap between them a bit if we wanted to keep releasing new difficulties.
So to help hit that goal, we’ve made the following changes:
New Difficulty XP Bonuses and New XP Curve Each higher Chaos difficulty gives much more experience. Chaos 5, by comparison, now awards several times more experience than it used to. This means that playing at higher difficulties gives much more experience than playing at lower difficulties.
But we’re also increasing the amount of experience required to earn each level. These changes combined mean that if you’re currently playing Chaos 5, it’s more efficient to farm Chaos 4 or Chaos 5 for experience rather than going all the way back down to Chaos 1. This change won’t alter your existing Ascension level, but it will update the amount of experience you need to reach the next level.
The time-to-level should not increase if you’re playing at a challenging difficulty, but it will increase if you’re playing at a difficulty way below where you should be. In practical terms, this means Chaos 1 will no longer be the most efficient difficulty for every player to earn Ascension levels, especially if you’re well over Ascension 200.
New Ascension Power Caps While our first change is targeted at smoothing out the rate of progression and encouraging players to play harder difficulties, this next change is intended to limit the overall power of players who are many times over the target Ascension level for our hardest difficulty.
With Chaos 7 being our current hardest difficulty, we have lowered the cap on powers from 999 to somewhere in the mid-100s (roughly 140). Powers that were capped at 10, 15, or 20 are unchanged; only the powers that had 999 caps are affected. As we release harder difficulties, the cap will go up.
If you’re under Ascension level 400, this won’t affect you at all as you wouldn’t have enough points to hit any cap. But if you’re over Ascension 420 (roughly), you may notice you’re starting to hit caps that will require you to diversify your points rather than stacking them into a single power.
Accompanying this change is a free reset of all Ascension points, allowing all players to freely update their Ascension Powers. Our intent is to shrink the power gap a bit between our most dedicated fans (some of whom are over Ascension 1,000!) and the vast majority of our playerbase (most of whom are less than Ascension 300), so we can continue to release content that challenges both audiences in a timely fashion.
New Ascension Level Rewards We didn’t want this update to be all redos and system updates, so we’ve included some new rewards for reaching higher Ascension levels!
Starting with Ascension level 100 (and continuing up to 1,000), players will earn rewards for hitting Ascension milestones. One of the rewards will be new titles, available to our more dedicated players who push the upper ends of Ascension.
New Multiplayer Enemy Scaling
Thanks to your feedback, enemy damage in multiplayer will no longer scale with each additional player added to the game. Now, only enemy health will scale! Play around with this and let us know how it feels now!
Quality of Life Changes
Max upgrade stat values are now visible on the Item Tooltip. With this change, you can see if maxing out that new loot drop is an upgrade over your current gear!
Shards not valid for the current hero will no longer appear on the Shard Equip screen.
Shards that are not valid for the current hero will say so on their Item Tooltips in the Inventory
When a Relic is equipped to a defense slot, its Item Tooltip will now display stats that are not valid for that defense.
Reduced the tower placement barrier for several defenses to make them easier to place next to each other.
Added a three-second timer to the Sell All popup to reduce the likelihood of accidental sell-alls.
Increased the size of the Siege Roller’s weakpoint by 25%
Balance
Blazing Phoenix Shard
Blazing Phoenix's Defense Power scalar increased from 550% to 850%
Updated tooltip text to be slightly more clear/correct
Explosive Surprise Shard
Explosive Surprise Defense Power scalar increased from 650% to 1,200% at max level
Proc chance reduced from 65% to 50%
Net change is around a 50% DPS increase for this shard
Enhanced Poison Shard
Increased Enhanced Poison's maximum rate bonus from 25% to 40%
Dryad Ability Cooldowns/Costs
Removed the cooldown reduction of Dryad's starfall off of primary attacks
Cooldown of Starfall reduced from 15 seconds to 5 seconds.
Reduced Dryad's mana cost for several abilities
Normal Form
Ability 2: 20 to 10
Corrupt Form
Ability 2: 20 to 10
Ability 3: 30 to 15
Bug Fixes
Fixed several issues that would stop players from being able to Continue to the next map. If this is still happening, please report it on our Bug Reporting Site.
Series EV2’s Weapon Manufacturer will now crit properly without needing to hero swap to get it to work.
Fixed the Zapper boss getting stuck in the Echoing Tunnel spawn point on Dragonfall Sewers.
Fixed the Zapper boss getting stuck in the River Low Patch spawn point on Nimbus Reach.
The Annoyance Shard will now properly update when hotswapping heroes (it was staying present in the last location of the hero with the equipped Shard).
Crane Stance Shard no longer procs for all heroes that have a ranged attack when an elemental weapon is equipped.
Fixed a bug with the Abyss Lord’s right-click attack where the less Hero Damage you had, the more Crit damage it would do. This now scales correctly from Crit Damage.
Opening the Inventory while dead will no longer cause Inventory UI issues.
Removed the debug text from the Ability Mana Ascension Power information.
All individual Lockbox Master Keys purchased from the shop with gems can now properly open lockboxes.
All Lockbox Master Keys properly stack now.
Fixed level geometry issues on Greystone Plaza.
Fixed a bug that stopped players from being unable to purchase the Five Pack of Hero Cards with Defender Medals.
L2 context icon in the Shop now properly displays on all resolutions.
Fixed collision issues on NPC shops.
Context icons for switching between the left/right sides of the Scavenger UI are now displayed with the controller active.
Known Issues
In multiplayer, the bonus xp and gold totals shown on the summary screen will show the xp/gold default values for the map instead of the xp/gold correct bonus totals for some players. It’s just a text issue as the correct amount are given to the players. It just shows the incorrect total on the reward screen. Happens about half the time on certain maps.
The Loot Update Delayed Until May 23rd
Greetings Defenders,
The Loot Update is delayed until next Tuesday, May 23rd. As we were going through our final playtests, we felt we needed an extra week to get it right. This is an important update, and we want to deliver something we’re confident in. We know how eager you are for the update -- trust us, we are, too! -- but this extra time will truly make it shine.
With this additional week, we can also:
Add in more quality-of-life changes! (For example, showing an item’s max upgrade stat values on the Item Comparison tooltip. With this change, you can see if maxing out that new loot drop is an upgrade over your current gear!)
Add in our first PS4 trophies! We need to go through Sony’s certification process for trophies, so while we’re aiming for day & date with the PC update, it might come out a few days later depending on what happens with cert. This is just the first batch of trophies; more will come in the future!
Add in more bug fixes! Sweet, sweet bug fixes.
Thanks for your patience, Defenders.
The Loot Update Coming Next Week! [Update: Now Coming May 23rd]
The feast is coming.
As you read on, you’ll learn about The Loot Update coming next Tuesday. [Update: The Loot Update is now coming May 23rd. As we were going through our final playtests, we felt we needed an extra week to get it right. This is an important update, and we want to deliver something we’re confident in. We know how eager you are for the update -- trust us, we are, too! -- but this extra time will truly make it shine.]
This update delivers the loot and progression improvements we’ve been cryptically teasing. We’re eager to share these succulent details, as we’re sure you’re eager to gobble them up. But soon, the feast will arrive. You’ll be treated to a five-course meal stuffed with details of our release plans. You’ll discover when we’re releasing and what we have planned between now and that fateful day. There are surprises in store for you, too, but we won’t spoil those now. Not yet.
As you saw with The Spring Forward update, and as you’re going to see in next week’s Loot Update, we’re working on more system improvements. More quality-of-life changes. More bug fixes. More polish. We’ve made a lot of changes to our game during our 2+ years in Early Access. After your feast, the guests will arrive -- the hungry masses of new and returning players -- and we’re going to make sure Dungeon Defenders II is ready for them.
Loot Updates
We’ve been working on a series of changes that takes the new loot system from the Trials update and tweaks it to make loot more interesting and more intuitive. It applies the feedback we’ve received since the Trials update and instills more of the spirit of the loot system from the original Dungeon Defenders. These changes will apply to all new drops once the update comes out; your current gear will be unaffected. We hope you’ll enjoy the following changes when they come out next Tuesday:
New Stat Rolling System
Before this update, rarity affected the stats on loot -- the higher the rarity, the higher the stat roll. This was intended to make higher rarities desirable, but this was actually making progression slower than intended and caused roadblocks in progression. Having Legendaries (and even Mythicals) would increase the time until your next stat upgrade, and in some cases, it stopped intended stat upgrades from appearing at the end of a Chaos tier. We’ve removed this, and in its place, we’ve made some exciting changes to rarities to make them worthwhile to find. You’ll discover these changes later in this blog.
Something else that’s plagued loot in DD2 is its lack of multi-dimensionality. When you look back at the first Dungeon Defenders, the loot system begged you to give every loot drop a chance. There wasn’t always a simple “yes” or “no” of whether an item was better for you. Stats on loot rolled individually, so there were vastly more implications when deciding if a drop was better or worse for you. Say an item rolled with Defense Power and Defense Health. Perhaps Defense Power rolled higher than your current gear, but Defense Health rolled lower. Is that a tradeoff you’re willing to make? Is power worth more than health for your particular build? Worth more at this point in your progression? Is it bad for one hero but better for another? This kind of decision making was a driving force in DD1 in both the main progression and in the endgame.
With that spirit in mind, loot stats will now roll independently from each other! This should instill more of those interesting decisions into loot, and at the same time, it’ll introduce sidegrade opportunities to improve your speed of progression!
4 Stats on Legendaries!
Legendaries are going to roll with an additional stat! If Legendaries are going to be rare, then you should mess yourself a little when you see that golden beam rising toward the heavens. Throughout our Early Access period, we’ve learned (and you’ve learned) that you don’t need that extra stat in order to succeed. But there was a certain joy in DD1’s loot when all of those beautiful stats rolled on a single item. It was that little extra push to keep playing and keep hunting. This change should make Legendaries feel just that much more special. Along with this change...
New Upgrade Ranges
Rarities have new upgrade ranges! Each rarity has its own unique range, which means a Legendary loot drop will always have more upgrades than a Mythical, which will always have more upgrades than an Epic, and so on. The final upgrade ranges are still being tweaked and will be available in the patch notes next week.
Along with this, upgrades will now roll in all numbers across their range. Something we’ve heard from our min/max players is that it was just a little too easy to find perfect gear, which really is the driving factor to keep playing DD2 as it was in DD1. These upgrade changes should ensure that higher rarities retain their usefulness and power while providing just a little bit more to look for.
Increased Armor & Weapon Shard Slots to 3
We’ve also increased the Armor and Weapon Shard Slots from 2 to 3! Even better, these 3 Shard Slots will appear on both Legendary AND Mythical loot! We can’t wait to see what new builds you’ll create with these changes.
Increased Loot Drops
We’ve increased the amount of loot that drops in Trials by about 50%!
Loot Rolls Based on the Most Powerful Hero in Your Deck
One of the most common confusion points of our new loot system was how loot generated. Before this update, loot generated based on the average stat power of every hero in your deck, so if you had heroes with worse stats than others, the generated loot would be worse. In this update, loot will generate based on the most powerful hero in your deck. You won’t have to remove your other 3 heroes before Combat Phase just to get the best loot. Based on our playtesting, this change alone removes a lot of the WTF moments from our new loot system.
Increased Stat Roll Ranges
Speaking of loot generation, loot is generated in a +/- range around your equipped gear. Currently, that +/- range is fairly small. There aren’t enough of those “wow” moments of finding a loot drop with big stat upgrades -- not enough of those “power spike” moments. We’re increasing this range so that power spikes happen more frequently. Another thing to note is that with the new individual stat rolling, items that would previously be an across-the-board “-” roll (since both stats rolled in identical numbers) could now become possible upgrades!
Higher Loot Cap Per Chaos to Help Bridge the Gaps
For some players, moving between Chaos tiers was easy enough. For others, the gaps felt like an impenetrable wall. That’s what we’ve heard over and over since the Trials update.
In the loot system introduced in Trials, each Chaos tier drops better and better loot up to a certain point. Once you hit that point, you’ll need to move on to the next Chaos tier in order to keep finding better loot. With this update, we’re increasing the maximum loot cap per Chaos tier. If you can’t survive the leap to the next Chaos tier, you can now progress higher in your current tier. This additional power potential should decrease the gaps and increase your upward mobility.
Coming Up: Better In-Game Instructions
The above changes should make the system more intuitive, but we recognize that some elements need to be more explicitly stated. In the future, we’re going to include better in-game information to players about how loot works.
Coming Up: The Return of Unique Legendary Weapons
In the coming updates, our unique legendary weapons will return! Keep an eye on our blog for more details.
Increased Gold Rewards
Players weren’t earning enough gold in earlier Chaos tiers. For rough comparison, Chaos 1 only awarded around 13,000 gold per victory, while Chaos 7 awards around 56,000 gold.
So in this update, we’ve increased the gold rewards in all Chaos tiers below Chaos 7, with significant increases in the early Chaos tiers that taper off into the higher tiers. For example, Chaos 1 should now award closer to 21,000 gold, which is around a 60% increase in gold per victory! This should greatly help with the gold squeeze in earlier difficulties. It’s also worth noting that our increased loot drops will leave players with more gold than before. We’ll continue to monitor the gold-per-hour and gold-per-difficulty players achieve at these new values and make more adjustments if needed.
As a result, players will see an increase in gold earnings with this new patch, and that’s not even including the following change:
Consecutive Win Gold and XP Bonuses
In this update, we’re rounding out our Consecutive Win feature by introducing Gold and XP bonuses! You’ll begin to earn these bonuses on your 1st consecutive win (so on your 2nd overall victory), and these bonuses will grow up to a cap. The more you play, the more you’ll earn! (Also, we’re actively working on Matchmaking fixes. Several fixes will come out in this update, which includes possible solutions for being unable to continue after the end of a match, and more fixes are on the way soon. We’ll continue to make the Consecutive Win bonus and Matchmaking feel better and better!)
Experience and Ascension Updates
We’re happy with how fast players are earning Ascension levels when they’re playing at a challenging difficulty. But some players are farming much, much lower difficulties to earn Ascension levels at very fast rates, and it’s thrown off our estimate on how fast players would earn Ascension levels.
When we released Chaos 6 and Chaos 7, some players had steamrolled way ahead of our Ascension estimates by farming earlier Chaos difficulties. In essence, we had two audiences -- one that was at or near the target Ascension level for Chaos 6, and another group that had pulled way, way ahead. Balancing new difficulties for these two different audiences became quite challenging, and we realized we needed to close the gap between them a bit if we wanted to keep releasing new difficulties.
So, to help hit that goal, we’re making the following changes:
New Difficulty XP Bonuses and New XP Curve
Each higher Chaos difficulty gives much more experience. Chaos 5, by comparison, now awards several times more experience than it used to. This means that playing at higher difficulties gives much more experience than playing at lower difficulties.
But we’re also increasing the amount of experience required to earn each level. These changes combined mean that if you’re currently playing Chaos 5, it’s more efficient to farm Chaos 4 or Chaos 5 for experience rather than going all the way back down to Chaos 1. This change won’t alter your existing Ascension level, but it will update the amount of experience you need to reach the next level.
The time-to-level should not increase if you’re playing at a challenging difficulty, but it will increase if you’re playing at a difficulty way below where you should be. In practical terms, this means Chaos 1 will no longer be the most efficient difficulty for every player to earn Ascension levels, especially if you’re well over Ascension 200.
New Ascension Power Caps
While our first change is targeted at smoothing out the rate of progression and encouraging players to play harder difficulties, this next change is intended to limit the overall power of players who are many times over the target Ascension level for our hardest difficulty.
With Chaos 7 being our current hardest difficulty, we are lowering the cap on powers from 999 to somewhere in the mid-100s (roughly 140). Powers that were capped at 10, 15, or 20 are unchanged; only the powers that had 999 caps are affected. As we release harder difficulties, the cap will go up.
If you’re under Ascension level 400, this won’t affect you at all as you wouldn’t have enough points to hit any cap. But if you’re over Ascension 420 (roughly), you may notice you’re starting to hit caps that will require you to diversify your points rather than stacking them into a single power.
Accompanying this change will be a reset of all Ascension points, allowing all players to freely update their Ascension Powers. Our intent is to shrink the power gap a bit between our most dedicated fans (some of whom are over Ascension 1,000!) and the vast majority of our playerbase (most of whom are less than Ascension 300), so we can continue to release content that challenges both audiences in a timely fashion.
New Ascension Level Rewards
We didn’t want this update to be all redos and system updates, so we’ve included some new rewards for reaching higher Ascension levels!
Starting with Ascension level 100 (and continuing up to 1,000), players will earn rewards for hitting Ascension milestones. One of the rewards will be new titles, available to our more dedicated players who push the upper ends of Ascension.
We’d like to close by thanking all of our players who are helping to make DD2 a great game. You guys have totally amazed us with your dedication, and we hope you continue to support DD2 as we approach our official release!
Love,
The Trendy Team
Patch 20.2 Out Now
Patch 20.2 is out now! Here are the notes:
Server Improvements
We’ve made multiple improvements to our servers that should help reduce the overall number of disconnects.
Zapper Boss Changes
The goal of the Zapper boss is to disable a large amount of defenses at once; however, its damage was causing defenses to instantly die -- and in some cases, the core, too. With the below changes, the Zapper should be more in line with how we want it to affect the battlefield.
Damage radically decreased to very, very low values.
Health slightly decreased.
Has a very large radius that stuns all Defenses hit for 45s.
Size slightly reduced, and AI updated to make kamikaze mechanics target more correctly and be less easy to trick into kamikazing into a Hero.
Split Viper Shard
The Split Viper Shard was turning Sand Viper into a bit of a runaway monster. With this change, we wanted to keep the net DPS of hitting 3 targets pretty high, but a slight Defense Power penalty allows us to keep it closer to the intended benefits (it's still really, really good though).
Split Viper Shard at max level now applies a small Defense Power penalty, ending at -20% at maximum level.
Bug Fixes
Fixed an issue where the Defense Speed stat wasn’t accurately applying unless players unequipped/re-equipped their Shards/Relics. Everyone should see accurate Defense Speed stats now.
Fixed an issue where the Earthshatter Tower was unable to hit smaller enemies. We gave it some new glasses, and it now hits them properly.
You can now pick up the golden ingot from the Forest Biome map in all game modes.
The Mystic has regained the Snake God’s favor. Appeasement buffs are working again.
Kobold Fliers and EMP Kobold Fliers have death animations once again. Now they should crash into the ground and dissolve out when killed, rather than instantly disappearing. Good for you; bad for them.
If a player has more than 8 inventory bags, the price of the "max out bags" bundle will no longer appear negative.
Added some collision to the scroll cauldrons behind the Gran Ma’ster in the tavern.
Fixed an issue where unequipping all shards was not working while using a controller. Players no longer have to go into the upgrade UI to unequip shards individually.
Known Issues
There’s an issue with the End-of-Match screen where it sometimes won’t let players Continue. We’re looking into it now and hope to have a fix very soon.
Free Ascension Reset Weekend!
To celebrate the release of The Spring Forward Update, we're removing the cost of Ascension Point Resets this weekend! Tweak, test and get turnt* to your heart’s content while you hone your new builds. This event will run from now to Monday morning EDT. Enjoy!
*Trendy Entertainment is not responsible for any turnt-related injuries.