Dungeon Defenders II is a cooperative Action Tower Defense game packed with roleplaying elements like loot, leveling, and pets.
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5月25日

DEV LOG 98 — REFORGING, UPGRADING, AND EVOLUTION!



Greetings Defenders,

Our second DevLog has arrived as promised! These DevLogs are going to build upon one another, making the order of their reveals very important. If you have not had the pleasure of reading our previous one, click here. It makes a lot more sense if you understand what’s going on and why these additions and changes are important.

In the previous DevLog we talked about giant changes to stats and gear in Dungeon Defenders II. Every piece of gear is going to be affected by these changes. Critical chance, critical damage, and speed are revamped; base damage is boosted to compensate for these changes; and gear is gaining magical properties. These features and changes are to allow players to build how they want to and have the tools needed to take on challenges they encounter with the heroes they enjoy.

This isn’t going to be our last DevLog for this update, but there is a ton to cover here. The things we are covering in this DevLog continue to increase what we are able to do as we release future content. Enjoy!

A Quick Note From Elandrian
Colin Fisher (Elandrian) — Associate Producer

Hey, Everyone!
Just a quick check-in from me to make sure expectations are clear! All the features mentioned in this post are still work in progress/in development and shifting based on feedback and theming with our expansion. The names of the features may change, but the overall goal and core functionality will most likely remain the same.

I hope everyone appreciates the additional beans that Mark and Jose provide today. Beans are weird. Did you know the first game I worked on was as a designer for a certain popular baked beans brand’s website? True story. Anyways, back to spilling.

Sincerely,
Elandrian

REFORGING AND UPGRADING!
Mark Telfer — Technical Designer

Hey, Defenders!
In the last dev blog, we left you with some juicy tidbits about how we are revamping the gear system and adding new magical properties. If you haven’t read that one, go check it out now! At the end of the previous Devlog, I promised more bean spillage, and it’s time to deliver (TE-liver™)!

Magical Property Reforging

I’ve had the pleasure of playing a ton of the new content coming to DD2, and I’m having too much fun finding and utilizing the new magical properties on gear. I even found one awesome property that let my defenses counter those pesky Cyborks I was fighting! Truly some great stuff! I fell in love with the relic that the property was on and knew I wanted to perpetually bask in its intrinsic majesty. That is, I thought I did, until I found another relic with an equally amazing property a few minutes later. So there I was, staring down the barrel of a gut-wrenching choice. In a moment of passion, should I spurn my beloved Cybork-countering property for the new relic, or do I thwart this temptation and preserve the ardent bond I have with my current relic. I don’t know about you, Defenders, but my delicate little heart just can’t handle decisions like these. I knew that for the sake of Etheria, I had to protect all heroes from such agonizing choices. And besides, I’ve always been the type that wants to have his cake and eat it too.

So with that, I have one simple question for you, Defenders. Do you also like to have your cake and eat it too? Wouldn’t it be awesome if you could discover two incredible properties on separate pieces of gear, and bring them together in a glorious union? With great pleasure, I can announce Magical Property Reforging, which lets you do just that. Cake for everyone!

Property Reforging empowers you to transfer properties from one piece of gear to another. Prepare to get crazy, creative, and experimentative! The only barrier between you and a perfect combinations of properties is your imagination! Fear not, for you don’t have to pray for an item drop that naturally possesses perfect combinations of properties. You, yes you, can mix and match them to your heart’s content. You don’t like a property on your favorite weapon? Overwrite that sucker with a better one. Want to give that weapon a boost! Throw a new property into a slot that rolled blank! Did you find a more powerful version of a property you are already using? Purge it for the better one!

So how exactly does this bad boy work, you ask? Well first, you must defend Etheria and reap the sweet, sweet gear rewards for doing so. Once you find two (or more) magical properties you want that reside on separate pieces of gear, head over to the town or tavern. Find a brand new character populating the town who loves to tinker with things, and initiate a Reforge. From the reforge screen, you select gear that you want to transfer properties from and gear that you want to transfer properties onto. You can then transfer any number of properties from one gear to another so long as there are available property slots. Once you’ve concocted a marauding masterpiece, confirm the transfer and get back to showing the enemies of Etheria who’s boss! Be careful though, the gear you transfer properties from gets destroyed by the reforging process and only the gear that you transferred properties onto survives.

You can transfer properties between two pieces of gear so long as certain guidelines are followed:

Properties must be transferred between two pieces of gear of the same type (both are weapons, or relics, or helmets, etc).

The gear you are transferring properties from must be earned in a Chaos difficulty that is at or below the Chaos difficulty of the gear you are transferring properties onto (i.e. you can transfer properties from Chaos V to Chaos VII gear, but not the other way around).
  • All properties on a piece of gear must be unique.
  • Only one elemental attunement is present.
  • Other than that, the sky's the limit!
Now I know what you’re thinking. You’re thinking, “Mark! I’ve seen you on the devstream before! You’re a smart, good-looking, cool, weird-looking, strong, Mark-looking guy, but pray tell, you’ve overlooked something here! All of the new gear properties and reforging sound great, but what good is all of this if I’m currently progressing through DD2? I get a lot of gear upgrades each map. Doesn’t this mean all my gear and the effort I make reforging will quickly become obsolete?” Well, dear reader, you are correct. I am indeed weird-looking. You are also correct in that this does pose a challenge to this new gear system. The challenge here is what I like to call gear permanence, or in the case of the current live game, the lack thereof.

Gear Permanence and You!

One of the reasons I love working on (and more importantly playing) Dungeon Defenders II is because of how unique of a game it is. One of these unique aspects is how we handle hero progression after you reach level 50. As you test your might in Chaos Trials, gear is progression. Cumulative and incremental progress to your heroes comes in the form of a consistent flow of new item drops that possess increasingly higher gear scores. Equipping those items on a frequent basis raises your champion score, and building champion score unlocks new challenges for you to take head-on.

This system is pretty cool, but it’s not conducive to long-term attachment to a specific piece of gear. Since the Barbarian’s Wrath update, the loot system assures that the plethora of gear you earn continuously rolls higher gear scores so long as you’re playing at the appropriate difficulty. Throughout the course of even one map, you’re likely to see higher gear scores for a given slot many times over. This meant that swapping gear several times in one map would be a formidable progression strategy. The current system encourages, and in fact rewards you, for constantly swapping to new gear with a higher gear score. This system results in gear being ephemeral during progression and furthermore, relegates all of the new gear we are creating to nothing more than a short-term decision.

That’s not what gear in Dungeon Defenders II should be. Equipping behavior should be a result of careful and meaningful deliberation which rewards the opportunity to carve out a creative and unique playstyle. Having to constantly swap gear makes this deliberation fruitless and frivolous. We knew that if we are truly going to make the gear revamp meaningful, we must allow players to keep their favorite gear long-term and ensure the gear remained viable in the process. Essentially, we had to ensure that players had the freedom to make gear permanent if they desired.

Equipment Upgrading and Evolution

At the heart of creative and diverse gameplay is freedom. Freedom means emancipating players from constraints that would otherwise impede their goals as heroes of Etheria. Based on this sentiment, we’ve totally revamped the equipment upgrading system, and it is with great pleasure that I can announce the brand new system that will take its place: Upgrading and Evolution!

Now what do I mean when I say freedom? Buckle up! Our new system literally lets you take the first piece of gear you ever earn in Campaign and power it up to a strength that is greater than the current Chaos VII gear cap in the game. That’s right, Defenders. If you find any awesome piece of equipment that you like, you can keep it viable for as long as you want. Do you love the Harbinger’s shield that you get for completing campaign? You can power that bad boy up beyond the Chaos VII cap. Do you love a property the way I love the Cybork-countering property? Upgrade the gear that it’s on and power it up beside you as you progress.

So how does all of this work? Like I said earlier, the current upgrading system will be replaced. Gone are the days where you have a small amount of upgrade levels that max out. Instead, you will be able to take your chosen piece of gear through a two-step process called (new) upgrading, and evolution.

(New) Upgrading!

Every piece of gear will track the chaos level that it was dropped in. As you know, each Chaos has a gear score range that can drop, a min and a max if you will. That range will be abstracted to a meter on our new upgrading screen. Filling this meter will power your gear from the min to the max of the corresponding Chaos range. If you get a gear drop whose gear score falls somewhere between the min and the max, meter levels will automatically be awarded retroactively. Filling that meter substantially beefs you up and makes your enemies cower before your fortitude. Once that meter has been filled and you’re at the max of that Chaos level’s range, you’re not done —you’re ready to Evolve!

Evolution!

Okay! So your gear is beefed up, and you’re at the maximum gear score possible from the Chaos level the gear was dropped in. It’s time to evolve! Evolution allows you to break that gear past its current Chaos level and bring that gear up to the minimum of the next Chaos level. Magical properties see a massive strength increase when you perform an evolution to ready you for the next challenge that you undertake. The upgrade meter then is set back down to 0. You can keep repeating this process for as long as you wish to keep using a piece of gear. You can even use this process to evolve gear past Chaos VII! MIGHTY POWER AWAITS!

Upgrading and Evolution Costs

Currency cost, especially gold costs, will be substantially different than our current upgrade costs. You can spend currency for each upgrade/evolution you preform. Currency isn’t all you’re going to need to do this though…

New and powerful materials have been discovered across Etheria that make power boosts like this possible. With this update, these materials drop in specific maps and at specific difficulties as you defend Etheria from the goblin legion. Gather these materials up because they empower you to perform these brand new upgrades and evolutions.

The Road to Freedom!

So at this point you might be saying to yourself, “I want to gather as many of these awesome materials up as possible, but Mark just said that they only drop on specific maps. Right now, I can’t just choose a specific map I want to play, especially in Chaos Trials. Isn’t that a problem?” Defenders, I wasn’t kidding when I said that we are striving to give you the freedom to play the way you want. I’m going to let Jose take it from here and make our next big announcement. That said, I’ll leave you with this: Jose, the rest of the team, and I STILL aren’t done revealing all of the big things that are coming in this next update. We seriously have even bigger features to announce in the future. I can’t wait for more bean spillage to occur.

Love,
Mark

EXPEDITIONS!
Jose Villegas — Technical Designer

Hey everyone! Last week’s Dev Log was all about the changes to the core systems of Dungeon Defenders II. Now, let me tell you about the new stuff we are making, and things to get you even more excited for the future of the game.

One of the long standing pain points for the community has been the lack of map choice in Chaos Trials. With this in mind, I’m excited to tell you we have taken a look at this and the Trials are finally over. You now have Expeditions.

Expeditions take the same encounters that you have grown to love (and hate) from Trials, but adds the ability to choose any map you want to play. Actually, we have taken one step further and allow you to select any map that was previously unavailable to that Chaos level!

This new game mode also ties into our improved Upgrade system that we are unveiling today. In order for you to upgrade your items, and reforge your properties around, you must gather all sort of materials across Etheria. Each type of map (Town, Spooky, Castle, Forest, Ruins, and Dungeon) award you with different materials, so make sure to play all of them.

There are still a few secrets we are keeping before the release of the update, so make sure to keep coming back in the following weeks for more info!

Essentially,
Jose

A Further Look to the Horizon!
Alec Saare (Lawlta), Community Manager and Bean Overlord

Hey All,
As promised, the beans continue to floweth! The systems discussed here build upon all of the things we discussed in the previous DevLog (found here). There’s still more information coming (wuuuuuut), and as you can expect, it builds upon everything covered here! Crazy, right?

We talked about some major systems in the game here today. One of the common issues presented talking with all of you is that gear doesn’t feel special and that it doesn’t really matter until you’re maxed out. These changes are to help address that, and we are confident you’ll enjoy what we’re cooking up. Also Expeditions providing map choice, where have I seen that requested before? :) Your feedback is invaluable to the things we create. Though it takes time, we are always listening and trying to get everything possible into the game. Keeping your feedback constructive and objective makes it easier to find the things that matter most, and ways to implement it so that you not only enjoy it, but utilize potential new or additional systems. Now you may be thinking, what else could they possibly talk about next time with these changes. Here’s a small hint: there’s an aspect of gear you all use currently that we haven’t talked about yet. Is that vague enough? I think that’s vague enough. You’ll have to wait for the next DevLog to find out!

If you want a sneak peak (as well as helping us polish things before release), our testing groups are just for you! There’s so much coming, and every bit helps to make this expansive update great.

Smooches,
Lawlta

Want More Info On What’s Coming?
Check us out on social media for additional updates and game discussions with our awesome community:We’re going to give even more details very soon! Our designers are excited to continue sharing what they are working on and explain what changes are coming and why. Stay tuned!

For Etheria!

The Dungeon Defenders II Team
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5月18日

Dev Log 97 — Stat and Gear Improvements!



Greetings Defenders

Our pledge with this gigantic update is to increase and improve communication. This is our first DevLog in a series of DevLogs coming your way! We recently teased big changes to two very important stats: Critical Chance and Critical Damage. There is so much coming with Professor Sebastian Proteus, here’s what he’s bringing in this DevLog:
  • Stats: Critical Chance, Critical Damage, Speed, and more are getting their impact cranked up!
  • Gear: Stats aren’t the only thing changing. Gear now has a primary and secondary stat, as well as unique magical properties to really amp up your playstyle!
  • Properties: Now a part of gear and relics, properties lend a much needed helping hand into bringing interesting builds to the Defenders of Etheria!
There’s a ton of information to cover here. These are the foundational changes that affect everything else you are going to see in future DevLogs. These changes open the door for a lot of features we are wanting to add. It’s a lot to take in, so let’s begin!

Stat Improvements!
Jose Villegas, Technical Designer

Hey Everyone!

I’m excited to tell you that big changes are coming soon to DD2. We have been paying close attention to the balance of the game for a while, so we took it upon ourselves to tackle several of the core systems of DD2, and how to improve them.

Similar to the recent changes to Shards and Gear Progression, the goal of these changes is to enhance your DD2 experience by making things as clear and simple as possible. To this extent, we modified and improved how stats work:

  • Hero and Defense Critical Damage: This was my biggest source of concern by far. Previously, Critical Damage was a separate stat that increased damage from critical strikes independently from your regular non-critical damage, which meant that one had no relation with the other. We felt that this directly conflicts with what most players would expect from a normal critical damage system, where your critical damage was a multiplier that affected your regular damage. So, we made precisely that change. With this update, your critical damage is a percentage that affects any source of damage. Whenever you trigger a critical strike, your regular damage is multiplied by your critical damage stat. Revolutionary!

  • Hero Damage, Defense Damage, and Ability Power: Since the overwhelming majority of your damage in DD2 came from critical damage sources, we are increasing how much damage your regular attacks, abilities, and towers deal. So whenever you login after the update, your base damage is now stronger than ever!

  • Hero and Defense Critical Chance: Now that your normal and critical damage pulls from the same source, we decided to also remove the 33% Critical Chance cap previously used. In order to encourage people to make whatever builds they find the most fun, we opened the floodgates and removed the crit cap!! Our goal is to make crit builds an option for players, and an actual choice rather than the only way to play the game.

  • Defense Speed: This is an obscure stat in the game. Each Defense currently has a Defense Speed stat that affects how fast it attacks, however, it was not very clear how much you gained whenever you increased it. Due to the fact that it was a numerical stat instead of a percentage, making the conversion between that number and the attacks per second is very difficult, since each tower worked differently. For example, the Defense Rate Shard increased your Defense Speed by 33%, but that percentage changed the stat, and not the actual attack rate, so it affected different towers in different ways. In this update, Defense Speed is also a percentage, and is directly tied to the actual attack rate of the Defense. Whenever you raise the Defense Speed you will know exactly by how much you are increasing that tower’s attack frequency.

Now, you may be asking, if Defense Speed and Critical Damage are changed this much, how does that affect gear? Well, we are improving the gear in the entire game! We know that right now gear is a little bit stale and lacking in variety, so we are introducing our new “Magical Property” (work-in-progress name) system on gear that is going to shake things up quite a bit. These new properties are all about gaining power in new ways, including Defense Speed and Critical Damage. We are going to update you with more info about the changes to gear sooner than you expect =).

Anyway, that’s all from me for now. We are listening to your feedback, and all of the changes we are doing are with the goal of making DD2 a better game for you. Thanks for enjoying our game, and please let us know how can keep doing better!

Essentially,

Jose

Magical Properties!
Mark Telfer, Technical Designer

Hey Defenders!

It’s been a while since I last checked in with you all, and boy, do I have a ton to share! We’ve been hard at work making some gargantuan additions to Dungeon Defenders II over the past few months, and I am excited to say that I can finally spill the beans on some of what the team has been working on. Hang on to your CatHatters, because gear in DD2 is in for a wild ride.

The Current State of Gear

As we were wrapping up the Barbarian’s Wrath update, I sat down with the team and we all took a hard look at gear. There were many things we saw as opportunities to improve upon. At its heart, Dungeon Defenders II is a loot-centric game. Conquering enemies and beating down precocious little gobus gives you a bonanza of gear drops on each map. Getting a piece of gear should be an exhilarating experience! That dropped piece of gear should represent potential untapped, possibility incarnate, and the spoils of victory well earned. It should inspire creativity in builds and a diversity of outcomes. In essence, gear equipping should be a meaningful and gratifying choice that lets you define your identity as a hero of Etheria.

Unfortunately, the current gear of DD2 falls a bit short of this goal. As most of you know, gear currently has a primary stat, a varying number of secondary stats, and a differing amount of shard slots (depending on its tier). There is a very limited number of secondary stats in the game, and this hampered the amount of unique stat combinations we could drop for you to play with. For example, a legendary medallion has every single defensive secondary stat on it. That means there is only one type of legendary medallion in the game! That’s the antithesis of giving players meaningful choices.

Exacerbating this issue, there was one particular stat that was of supreme significance - Critical Damage. If you’re not building for maximum Critical Damage right now, then what are you doing!? Critical Damage accounts for the vast majority of damage output a player can potentially do. This meant everyone was essentially building in a singular way. Boooooring! Needless to say, the design team knew we could do better.

Jose worked hard to bring order to the Critical Damage system (outlined above), and brought sanity to critical damage output; it will no longer disproportionately affect DPS. Because of this adjustment, we now had a ton of wiggle room within the game balance to introduce new ways for you slay enemies. That’s when things got crazy. The design team made a pot of coffee, locked themselves into a room, and started imagining unique, fun, and crazy ways that we could let the heroes of Etheria dispatch the goblin legion. The time has come where I can (finally) let you in on where we landed.

Magical Properties Everywhere!

With great excitement, I can announce that all gear in the coming update will have the chance to roll new, unique, game-changing properties that allows you to creatively concoct entirely new strategies in DD2. These properties are affixed to gear that drops and defines playstyles, empower creativity, and engender build diversity to the likes that Etheria has never seen. These aren’t your Grandma’s old gear passives! What are some of the insane things properties can do, you ask? Well, my friend…

Have you ever wanted to make goblins explode upon death and have that explosion ripple out onto the luckless enemies in near proximity? You can do that! Oh, did I mention that if you’re smart then you create a chain of explosions?

Have you ever wanted to make your cannonball tower deal elemental water damage? You can do that! Would you prefer a different element? Pandora’s Box has opened when it comes to elementally attuning non-elemental towers.

But despite how awesome both of those are, I must confess that I have a favorite. I’ve always had trouble with those pesky Shield Geodes. I love building Cannonball Towers and Poison Dart Towers, but those knuckleheads always reflect my projectiles. Well, they used to... until I found a property that makes projectiles penetrate shields. Just don’t tell Lawlta that I told you*. ;) (*Lawlta note: I see everything!)

These awesome properties, and many many many more, have a chance of dropping on the gear you earn while playing. The better the gear (mythical, legendary, etc.), the more properties there are. There will be properties for both your towers and your heroes, and they can be combined to glorious effect. And did I mention properties get crazier and more powerful the further you push in DD2?

These new properties will come to replace many of the secondary stats currently on gear. Don’t get me wrong, secondary stats such as Hero Health are still on gear, but there are less of them. Gear will soon only have one primary and one secondary stat.

Properties fill in the gap that the removed secondary stats left, and gear is vastly more interesting because of this. Instead of being forced to see and use the same four secondary stats, you now have a myriad of choices in which properties you want to play with. With all these changes to gear and items, one thing we did not change was shard equipping. Prepare to make some serious decisions on property combinations and how confluences of different properties that best compliment your playstyle!

I’d love to tell you more, but Lawlta is breathing heavily over my shoulder and I fear for my safety. However, I can tell you that this isn’t even half of what we are working on for this upcoming update. Seriously! This isn’t hyperbole! There is way more coming your way, and I can’t wait to share it with you. Until next time, Defenders!

Love,

Mark

A Quick Note From Elan!
Colin Fisher (Elandrian), Associate Producer

Hey everyone,

I hope that gives a little more information about some of the systems that are coming up in this expansion. I hope people get excited about our new Magical Properties (the name is a work in progress) and the other statistical changes on gear. In our playtests, we’ve seen that it’s provided some new defensive options that were otherwise unviable.

We’ll be releasing more information in the coming weeks to let everyone know about the plethora of system, balance, and content changes that are part of this expansion.

If you’re interested in checking out the changes early, you can join our playtester groups, the Remote Playtesting Group (RPG) and the Remote Quality Assurance (RQA). These groups have access to a test build of the upcoming changes and have been instrumental in providing feedback while we flip our balance on its head. If you’re interested, make sure you’re 18 or older, can test on PC (rewards are available to every platform though!), and contact our RQA Manager, Dani Moore!

(It’s dani dot moore at trendyent dot com. Why don’t links work well? I don’t know. We’ll fix it one day… Game systems are more important. Right? RIGHT!? PLEASE CONFIRM FOR ME.)

Lovingly,
Elandrian

A Look To The Horizon!
Alec Saare (Lawlta), Community Manager and Bean Spiller Extraordinaire

Hey All,

We discussed quite a bit of information here, but this is only the tip of the controlled burn and frosty mutated gobu-berg. There is so much more coming on top of this that we are going to get EVEN MORE information out soon. The bean spillage that occurred here will continue to flow!

The systems we are going to talk about continue to build off what’s discussed here, they're real game changes. All stats are being changed and rebalanced, new magical properties (work-in-progress name) are being added to really empower your gear. Seriously, some of them are crazy, and we took good care in making sure they also address some of the great feedback many of you have provided (thank you for all your efforts on that front). These changes really offer us a lot of opportunities to continue creating awesome and rewarding systems and features! As we release information, you’ll see how everything builds upon the previous post. There might even be some information about how game modes are affected or even more information about your gear coming! ;)

If you want a sneak peak (as well as helping us polish things before release), as Elandrian outlined above, our testing groups are just for you! There’s so much coming, and every bit helps to make this expansive update great.

XOXO,
Lawlta

Want More Info On What’s Coming?
Check us out on social media for additional updates and game discussions with our awesome community:
We’re going to give even more details very soon! Our designers are excited to continue sharing what they are working on and explain what changes are coming and why. Stay tuned!

For Etheria!

The Dungeon Defenders II Team
16 件のコメント 詳細を見る

レビュー

“What Trendy seems to be developing is a guided missile aimed straight at every gamers pleasure centers. Four-player co-op? Check. Addictive tower defense gameplay? Check. Loot and leveling? Check. The potential for infinite replay value? Check.”
GameZone

“A bigger, better, more refined take on the original concept… from what I’ve seen, following their hearts is already paying dividends, and I can’t wait to play more Dungeon Defenders 2.”
IGN

“Other than The Legend of Zelda: The Wind Waker, I can't think of a game that looks more like an honest-to-god cartoon.”
PC Gamer

このゲームについて

Etheria is under attack! Build mighty defenses to freeze, burn and disintegrate your foes -- then grab a sword and jump into the action! Level up a team of heroes, deck them out in loot, and destroy the hordes by yourself or in four-player online co-op!

Create a Team of Heroes


Wizards! Robots! Thieves! Recruit a cast of characters to join you on your quest to save Etheria. Each hero brings unique abilities and defenses to the battlefield. Swap between your heroes on the fly to use all of their tools -- even in combat!

Build Your Defenses


Construct a deadly grid of laser beams. Drown your foes in quicksand. Build a wall of flamethrowers and watch the world burn, you sicko. A wide variety of defenses are at your disposal, and you'll need them all to protect the Eternia Crystals from the Old Ones' army.

Shoot and Loot


Leap into battle and get your hands dirty! Grab a sword, a bow or a laser shotgun to blast through hordes of enemies. As you play, you'll find loot and Shards to equip and customize your heroes with. Just beware of the goblin blood. As much as you scrub, the smell never goes away.

See the Sights


In your journey, you'll visit ancient forests, massive castles, haunted temples, active volcanoes, and a surprisingly small number of dungeons for a game named Dungeon Defenders II.

Bring a Friend (or 3)!


Dungeons aren’t meant to be defended alone! Invite your friends to join you in Etheria for four-player online co-op.

More Updates on the Way!


As we did in Early Access, we're going to add more heroes, maps, loot and things to do, and we'll continue to listen to you about how to improve Dungeon Defenders II!

システム要件

    最低:
    • OS: Windows 7 (SP1) 64-Bit
    • プロセッサー: 2.0 Ghz Dual-Core CPU
    • メモリー: 3 GB RAM
    • グラフィック: ATI Radeon HD 2600 or better / NVIDIA GeForce 8600 or better, 512 MB video memory, with Shader Model 3 support
    • DirectX: Version 9.0
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 20 GB 利用可能
    • サウンドカード: DirectSound-compatible sound device
    • 追記事項: Internet connection is required to play.
    推奨:
    • OS: Windows 7 (SP1) / Windows 8.1 / Windows 10 64-Bit
    • プロセッサー: Intel Core i5 or AMD Quad-Core or better
    • メモリー: 4 GB RAM
    • グラフィック: NVIDIA GeForce GTX 260 or AMD Radeon HD 4770 or better (1GB VRAM)
    • DirectX: Version 9.0
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 20 GB 利用可能
    • サウンドカード: DirectSound-compatible sound device
    • 追記事項: Internet connection is required to play. Integrated graphics chips are not recommended.
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特定期間内のレビューを表示するには上のグラフをクリック&ドラッグするか、棒グラフをクリックしてください。

グラフを表示



表示:
レビューベータ NEW!
有効にすると、新機能の有用性スコア順にレビューを並び替えます。詳細はブログ記事をご覧ください。
グラフを表示
 
グラフを非表示
 
フィルター
有用性レビューベータが有効になりました
上記のフィルタに当てはまるレビューはこれ以上ありません
他のレビューを見るためにフィルターを調節する
レビューをロード中...