Difficulty Curve

I have reached the point in Dungeon Defenders where I need a ranged DPS character to do more. I’m working out how to bootstrap that process, since the tasks for most really good ranged DPS weapons require either a decent DPS weapon or being assisted by someone who has one. I am solid on towers, but the red ogres absorb a lot of damage.

Medium difficulty is easy. Once you get past the low-level blahs and have all your towers, you’re good to go. I didn’t even try Easy; I presume you can sleep through it. Hard is mostly fair, requiring some thought and planning, and it requires you to use your towers well (or perhaps you can overgear and just shoot most of it down, but some of those maps are large). Insane is an entire other thing, and they keep increasing its difficulty because Insane is the endgame.

Like the WoW switch to raiding, Insane is a switch to demanding a DPS hero. Yes, the towers are extremely helpful once the enemy count gets to 4 digits (and keeps climbing in Survival), but the red ogres’ hit points have 6 digits. I have yet to see them hit 7 digits, but I have seen it very close in a 4-player game. Someone with great tower-building gear can still shoot that down, but the ogre tends to have dozens of friends with him and more coming from other lanes, so you may not be able to devote too many DU to the ogre. OTOH, I have seen screenshots of DPS-specialized characters above 200,000 DPS, so the ogres need not be overwhelming threats. That bootstrapping comes back: to get the items you’ll want for massive DPS, you’ll need to be able to take out the ogres that demand the massive DPS, unless you got them before they dialed up the late-game ogres. And I do mean to pluralize “ogres,” in that they spawn in pairs on some maps, to say nothing of the challenge where you get only ogres (from five entrances). My Squire is hybrid and only puts out about 20,000 DPS without Blood Rage, but he can take down the biggest ogre given a bit of time and maneuvering. The other enemies and ogres are there to minimize your time and maneuvering. And then there’s the end boss, which likes to spends its time airborne.

Maybe I’ll just get a bit more gear for my Squire and work on Insane Assault for the Huntress weapon.

: Zubon

The early maps are still pretty easy on Insane, especially the ones without ogres.

2 thoughts on “Difficulty Curve”

  1. I tend to agree — especially if you start examining the top of the leader boards (it’s mostly Huntress toons). My current approach is build the Apprentice and Squire as pure strategy toons (all tower skills + casting/move speed). I’m moving along pretty good and like you said it’s a cake-walk on Medium and Hard modes.

    My 3rd toon is a Huntress which is pure Hero. I haven’t progressed that far with her. It seems a bit of a pill to keep switching toons in the build phase.

    I’m not sure where to fit Monk into the mix. Also there are very few monks on the leader board.

    1. The Monk has been the worst DPS hero, although the auras are stellar. You bring in the Monk on wave 1 or 2, set things up, and then park him while you finish with your DPS character.

      Putting together an aura-focused monk is definitely worth it in the long run, if you are going to have a “long run” in Dungeon Defenders.

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