#balancing tower enemies

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cobalt summit
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For context I run a raider deck, I really like that archetype and it did me well for the normal bosses and regions.

Then there's the tower. The first two dice floors were hard but manageable. The 3rd floors I barely grabbed my way there to the 4th dice floor.

Why? Well it seems like the "difficulty" for the is just making a mash of a ton of enemies and calling it a day? Ok it sounds harsh it just feels like that when you see 3 jesters dance and putting you to sleep 2 warlocks with lure fish just for annoyance then there's the spiders with a 3x3 root and infinite exploding spider spawning.

And that seems to be a normal room.

I'm the higher floors like 39+ I ran into a room with like 4 jellyfish and 2 portals I think. Pretty do-able I guess . But then out of nowhere when I cleared the majority just random portals who can spawn big mobs kept appearing???? Like what why??? There's no warning just here's more mobs more mobs finish it quickly or else.

It doesn't feel fun or good.

Instead of being totally pessimistic I have some ideas on how make things more manageable.

  1. Make the big spiders take 1 dmg when they spawn a spider (like the supports shrines in the magma island)

  2. Remove gargoyle invincibility shield after teleport. Why? Just why? It's a 4*2 health bar you can't one shot besides Oracle shenanigans it's not a tank or support it's a dps class that already does a ton of DMG.

  3. Mob group size, this is one of the biggest issues. You can have an annoying enemy like jester or warlock but the moment you put more than one in the same group things get out of hand fast even with immunities. Please cull enemies to a more manageable group size. (Also please no more double commander mash in magma island)

That's what I have off the top of my head. I hope it's useful.

vale moat
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Certain decks trivialize the higher tower floors. You can clear every room in one turn with something like Maelstrom Stranger.