#Stamina cost for dungeons - scaled

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abstract pier
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I think after playing for a season and a half, I begin to think that scaling dungeon stamina cost would be better for the player base compared to how it is now. Goblin and Domain dungeons for example are currently 10 stamina each, whether it is the lowest possible tier or the highest... Venom 1 costs the same as 9... But I don't think this makes sense. So I propose changing it:

Venom 1-4: 5 stamina
Venom 5-7: 10 stamina
Venom 8-9: 15 stamina

Goblin 1-1 to 1-5: 6 stamina
Goblin 2-1 to 2-5: 8 stamina
Goblin 3-1 to 3-3: 10 stamina

This would allow early season progression to cost less and allow us to progress more for less stamina, but then late game remains unchanged. No need to change drop rates for items, just scale the cost. Of course this means adjust Hard Training point accumulation to match so people do not exploit fast and cheap stamina cost runs with repeat tickets to scale up points, but overall i think this improves early game progression for new players that are stamina-starved.

Along with some improvements to crafting as I previously suggested, I think this could be huge for quality of life. Less "wasted" stamina early on.