View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008625 | Valley 1 | Suggestion - Balancing Issues | Jun 19, 2012 5:31 am | Jul 5, 2012 8:47 pm | |
Reporter | BenMiff | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.101 ( Post-Launch Series 1) | ||||
Summary | 0008625: Lieutenant Towers Are Disproportionately Harder At Earlier Tiers | ||||
Description | Okay, this is predominantly about the climbing rooms; the lieutenant boss rooms are pretty much fine. Currently, earlier climbing rooms are much, much harder than later ones since your mobility increases more and more as you go up in tier (as you get better Ride The Lightning / Lightning Rocket, better enchants, etc.) This is espescially noticable in the difference between tier 1 and tier 2, since you cannot get Greater Teleport at tier 1. To solve this, (Unconquered) Lieutenant Towers could "reconfigure" themselves each time the tier goes up (as the lieutenants increase their security in response to you killing their fellow lieutenants). This "reconfiguration" would delete the existing rooms (so you couldn't unlock all the warp rooms at tier 1 to avoid the increasing difficulty, and so that the new room can gain the "improvements".) For each tier above 1, an "improvement" is made so that the climbing rooms are harder. Suggested improvements are:- > Increase the intensity of the infestation by one level (so a light infestation becomes standard, and a standard one become heavy, etc.) > Add a difficulty modifier to the infestation - for instance, all blade traps in the room could move faster, or stinging nettles could start growing on vertical walls as well. > Increase the height of the climbing room. (I'd suggest about 20 - 25% higher.) > Add monster spawners to the climbing room. (This could have two versions, one with normal monster spawners and one with indestructible monster spawners; normal spawners would spawn more spawners than indestructible spawners.) > Increase the number of microbosses in the room. (I'd suggest 2 or 3 more each time.) | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I don't think towers need to get any harder after having to climb 2 with heavy blade trap infestations. I had to visit all 4 towers just to find one I could clear at T1. On continent 2 your options for mobility are pretty much lesser teleport, RtL, storm fist, platforms and crates. Lightning Rocket and Greater teleport don't become options until mid to late continent 2. |
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Hrm... this could well be much more of an issue with later continents than early ones, then. Tying it to the continent unlocks (so that the scaling up only occurs from continent 3 or 4 onwards) would keep the earlier continents reasonable (espescially if heavy infestations were blocked and made so they are only available via improvements). |
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Increased difficulty could also be tied to the difficulty levels you can set. There is a fairly high jump in difficulty between Continent 1 and Continent 2 in regards to these towers. I'd either start introducing light infestations in these towers at the end of C1, or lower them a bit at the start of C2. |
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Continent 2 felt okay and maybe a tad bit on the hard side for those 2 with heavy infestations of blades (I lost 10 or so characters trying to get up the climbing rooms)but they weren't impossible (stuck trying to figure out how I'm going to beat the overlord now). I could go with tying this to the "reach continent 3" unlock, since by that point in your adventure you could have pretty much all the material unlocks done for the game. That should open all the mobility spells, save lightning rocket and greater teleport, for use at the start of continent 3. |
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This should be something that's tied to the difficulty levels you've chosen. At higher platforming / combat difficulty (mostly platforming), there should be alot more blades and spikes and things than there are at lower difficulties. Mostly, I dont really want to see a global reduction in the challenge level in these; these are to me the most exciting part of the game right now (which makes sense, due to them being the end-of-tier areas), and even then, I rarely find them all that hard even on the highest difficulties. Also.... you dont need mobility spells to get through these. I've never noticed a big jump in difficulty for these between ANY tiers, but then, I've never bothered trying to use special spells to get through these. Generally as long as I have a shield for the occaisional undodgeable-jumping-spike (which the game likes to do at times), I'm good to go (and I really dont use the shield all that much in a given tower). Trying out different tactics rather than just relying on the (often screwy) mobility spells might be a good idea with these. Getting through one of these towers is often all about timing. Aside from the occaisional jumping spike, as a rule every single hazard is entirely dodgeable, which includes microboss attacks. Either way though, I think that tying this to difficulty selections (as opposed to actual tiers) is probably a good move. If you have to tie it to something in-game though (as opposed to difficulty selections), tie it to the continents, not the tiers. By continent 3 these could be at full force (since most everything is unlocked) but be lessened in the first two. As opposed to doing it by tiers, which could lead to really boring towers for the first 2 or 3 tiers on each continent. |
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Couldn't you just place platforms, as necessary? You bring up another issue, though: As far as I know, players can currently unlock all the lieutenant-tower warp rooms at tier 1, to avoid the increase in difficulty. I like your solution that when you beat a lieutenant, any still-standing lieutenant tower maps that you've visited will have their maps deleted, which you could still justify as "the lieutenants are increasing their guard, and reconfiguring their defenses." |
Date Modified | Username | Field | Change |
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Jun 19, 2012 5:31 am | BenMiff | New Issue | |
Jun 19, 2012 6:11 am | BenMiff | Summary | Lieutenant Towers Difficulty Curve Across Tiers Are Disproportionately Harder At Earlier Tiers => Lieutenant Towers Are Disproportionately Harder At Earlier Tiers |
Jun 19, 2012 7:44 am | tigersfan | Internal Weight | => Feature Suggestion |
Jun 19, 2012 7:44 am | tigersfan | Status | new => considering |
Jun 20, 2012 7:39 pm | Cinth | Note Added: 0025999 | |
Jun 20, 2012 8:31 pm | BenMiff | Note Added: 0026001 | |
Jun 20, 2012 9:42 pm | NyQuil | Note Added: 0026004 | |
Jun 20, 2012 10:04 pm | Cinth | Note Added: 0026006 | |
Jun 21, 2012 5:44 am | Misery | Note Added: 0026010 | |
Jul 5, 2012 8:47 pm | Pyrrhic | Note Added: 0026354 |