#Balancing is hard, lets dive into where the actual issues might be

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viral onyx
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We know that Runenberg isn't where we as players generally want it to be, but it's really really hard to point to what the issues with it are.
Final Night: Right Now the issue with the final night isn't balance, it's how unenjoyable it is. Making the night less slow/stalled should be a priority, and more feedback in regards to making progress though the map (some more obvious feedback that all the runstones are broken, like another chat from the mages would help a long way)

Scaling: A big concern with this map is that the scaling of the heroes is not in line with the difficulty of the waves, with a similar concern around economy/gear.
On all other maps heroes feel appropriately levelled for every night regardless of how hard you are investing in exp, for runenberg it feels essential to hard focus on exp, and to run as few heroes as possible to be appropriately levelled. This suggests that the exp values of various enemies are not in line with the difficulty they add to a wave, and the specifics of the waves of runenberg are the first time we're running into this as an issue. Adding more weak enemies would be a way to solve this issue, as they obviously provide more value in terms of exp than they provide difficulty in a night.
In terms of economy scaling, I haven't looked into all the numbers, but I have seen people want to have more time to buy level 5 gear. If that happens there will need to be more money added to the map, this could be done by increasing the end of night reward amounts to be closer to glintfein, as that is a short map that still doesn't feel economy limited no matter how often you end nights with max panic, it's possible that it would be necessary to change how the amount of resources you get scales with panic, so that you don't get too much money at no panic and also just enough money at high panic; that balance is made harder to find due to corpses. You could also increase the number of large corpses that can spawn to provide an early boost

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(increasing the number of corpses that could spawn would only be a boost to specific players, and could incentivise a playstyle that isn't ideal. I suggest it as an option, not necessarily a good one)

edgy tiger
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Right Now the issue with the final night isn't balance, it's how unenjoyable it is. Making the night less slow/stalled should be a priority, and more feedback in regards to making progress though the map
When it comes to boss nights pacing and balance always come hand in hand, but we are aware that this is indeed an issue, we'll see what we can do to improve the night on this matter

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On all other maps heroes feel appropriately levelled for every night regardless of how hard you are investing in exp, for runenberg it feels essential to hard focus on exp, and to run as few heroes as possible to be appropriately levelled.
we'll look into it, one of the main challenge designing Runenberg was to make a map that is not too long but still challenging while not making it as hard as Glintfein overall, but you're right that there are probably things we can do to make it a little more satisfying