#End-Game Improvements

1 messages · Page 1 of 1 (latest)

wary axle
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Making the end-game harder was an excellent call, but as a player, seeing my mighty weapons/armor turn into soggy cardboard versions of themselves is hard.

I know that's not really what's happening, but its what it feels like.

So, the main suggestion is to change the end-game in such a way where it doesn't feel like the player is losing power, but that the challenge is harder.

I have two suggestions as possible solutions to this problem:

  1. Enemy Sprites change on the trip up into a twisted demonic form and their description gets a small addendum explaining that the amulet is twisting them or something.

  2. Enemies combine: I have a lot of thoughts on how to make this work, but the TL;DR is to make a new enemy thats a mish-mash of existing enemies:
    For the sewers an enemy with the evasion of a snake, multiplication of a fly swarm, speed of a crab.
    For the Prison: a thieving, skeletal guard that grapples you to themselves, or one that summons a copy of itselve with the same powers.
    For the mines: speed of the bat, magic of a shaman, rage of a brute, webs/poison of a cave spider.

EDIT: formatting to clarify what the main suggestion of the post is

naive peak
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u talking about ascension? if so i agree

solar summit
# wary axle Making the end-game harder was an excellent call, but as a player, seeing my mig...

So weaken all the enemies in the ascension...to combine them...so they don't outscale you?

And what would the twisted sprite do? If you're unscaling them then that just brings part of ascension back to being just a visual thing.

Ascension enemies being difficult means you don't just throw your weapons and armor at them. You use other items in your bag, other resources to get around them. You aren't expected to fight them eternally, just kill a few and go up.

fickle sluice
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Also, the combos reminded me of that skelecrabat or succugnoll guard memes

solar summit
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Ikr

wary axle
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The second idea is more work and a nightmare for scaling, but yeah, combine monsters to make them harder.

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But the main point is: while asention is certainly better than it was when it was just a formality, it could still do with some work.

The current ascention feels more like weakening the player rather than making the monsters feel more dangerous.

I don't know what the best way to *change that is, or if its the right thing to do right now, just throwing this out there to see what the general vibe is.

solar summit
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Adding a visual to them could be a thing if its just a visual sure

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But like u would still prolly feel like ur weapons are weak cuz its the same dmg

fickle sluice
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also

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the cardboard thing was actually valid few updates ago

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when enemies gained damage reduction instead of health increase for ascension

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so your 120 damage flail only would deal ~10 damage to gnoll

smoky schooner
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since the numbers show your still doing the same amounts of dmg and stuff you can tell the enemies are getting stronger

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but i guess it might be cool to visually make them seem more menacing too

tall vale
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Isn't the point of the amulet's curse is to weaken the player ?

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Just change the dialogue of the amulet's curse

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Making it you feel the amulet's curse pulling you hard to the bottom weaking you the higher you go

naive peak
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true

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good point

smoky schooner
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it only weakens you in the sense that it wont let you keep going if youve gone 3 floors without killing enemies

tall vale
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Yeah , but if we changed the dialogue in the next update then no one would feel bad that his weopen turned into a broken bamboo sword

sudden jacinth
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In a way tho it does feel like you are losing power, bc you have to fight enemies that you have encountered before, but your weapons are less impactful since they have higher stats
Pre-ascension, as you dive deeper into the dungeon, you meet enemies that are not only stronger in stats, but also have new abilities that challenge you to counter them in some way, which make the game felt fresh