#balance enemies plz

1 messages · Page 1 of 1 (latest)

hearty mulch
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one of the few problems this game has had since the first boss was added is that as they add more variety to the enemies and more things that rely on rng while not testing to see how possible it actually is. the under developed locations actually feel possible while the rest feel impossible on any difficulty over 3. the best example is right now with the brand new area and the dwarves, as the new area is kinda possible although it is very unlikely you would survive past difficulty 7, but all areas are basically impossible if you are not on difficulty 3 or less with the humans as even with max upgrades they are not as effective as the dwarves in every way possible. there is no reason for players to play anything that isn't new because what's new is always easiest while the rest is impossible.
to summarize it all: do to overfocusing on new things and overdeveloping old areas it is almost impossible to do higher difficulties without playing only on the newest planets and with the newest factions, as the only buffs that the players receive are thrown out the window due to enemies being heavily buffed.

zinc crescent
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what

dreamy vault
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just to make sure I got this wall of text right - u are saying it is impossible to win with humans above diff 3?

zinc crescent
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diff 7 is very possible, i just did one with humans in jungle

dreamy vault
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I was farming 50 lvl achiv on frost biome with humans on diff 9 and I dont think I lost single time

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only diff that I would argue u need rather good than bad rng is 10, or u rly need to sweat to optimize everything to overcome bad rng but thats kind of a point for the highest dif no?

zinc crescent
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also humans don't need a buff, dwarves do

dreamy vault
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tbh I felt that blocks in jungle were a bit overpowered with how fast they spawned

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but that got changed 2 days ago

zinc crescent
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i think the only blocks that were too fast were the swapper and vine

dreamy vault
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this was what made me think they spawned too fast

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granted it was last depth before 500m goal so I was kinda rushing before I die but still

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10 miners with I think 3 lab ups managed to dig only so much in entire day

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and there were 7 eggs spawning at time...

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sure there was this rain event but I felt like it came every other day or so

fickle crane
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What I'd say about "balancing enemies" is that some mechanics feel a bit too punishing. For example, those blocks that can wipe out 10+ workers at once are quite rough and might need rebalancing. I'm especially looking at you, little jungle eye! But also the others—why should all burn when the first could block the flames? I often feel like I lack direct unit control to properly play around them.

Additionally, enemies should become much harder the deeper you go. A 1000m drill at difficulty 6 felt like a joke because, ironically, the deeper you go, the easier it gets. It should be the other way around—enemies dealing more and more damage the deeper you go, for example. Right now, I don't really get the Moria vibes this game could absolutely nail. "They delved too greedily and too deep..."

hearty mulch
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I don't know about everyone else's experience but in mine anyplace other than the most underdeveloped area (rn its the jungle planets) are often extremely hard to the point of near impossibility. and as for my commentary on how the humans need a buff compared to the dwarves, its because the dwarves do everything far better than the humans, with them mining a larger amount of blocks much faster, there is increased incentive to get soldiers because thay actually participate in the nighttime defence, paired with the fact that every single block destroyed adds more to the iron or swarmlite generation that only occurs passively for humans. they few pros that humans have (being able to prioritize specific block for mining, and higher teir employees) are massively outweighed by the pros of dwarves.

zinc crescent
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maybe dwarves do mine faster for the first 100m or so, but block hp quickly outpaces their total mining speed