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QCF Design Community • View topic - Can we expect "Vicious" dungeons to be toned down?
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Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 4:20 pm
by Fran

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 4:54 pm
by gjaustin
You're not going to get any disagreement from me.

Witch Part 6 is dumb.

The last part of the Monk quest line is also dumb. Fortunately that quest has been bugged for months, because beating Slime Pits as a Purist Monk is also dumb.

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 4:57 pm
by Gorgon
You don't need to beat slime pits as a purist monk. Unlike part 1 and 2, you can take preparations.

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 5:16 pm
by Fran
Yep, it is explicitly written in the quest description that you're allowed to use preperations, if i remember correctly.

I also think that the monk quest is far easier doable than the witch quest (simply because i could beat it in the thirst three tries), although I didn't enjoy it either.
But at least you can get the strategy where you use binlors resistance debuff a lot easiert to work than the absurd amount of luck needed für GG and HELPMAH at the start of the map.
I really hope there is a patch coming out this week that changes some things.

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 5:21 pm
by gjaustin

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 7:22 pm
by Darvin

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 7:42 pm
by gjaustin
I agree on Mystera.

She's a lot like the first iteration of Pactmaker. Her boons are so bad, that it feels like you should be given piety for taking them.

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 8:02 pm
by Darvin
Mystera was only ever useful (outside of mana leak) when her magic boon only affected one type of resistance, allowing specialists to use it without fear. The boon has never been well-balanced for characters that actually have to deal with its downsides, and its cost ramps up much too quickly given that steep downside.

I think weakening either needs to be revamped or totally replaced now that Binlor has stone heart, which is basically the same thing except less expensive and it affects both resistances and it has no downside. It's very much the same kind of comparison we had to Dracul's old blood power, which had a slower cost increase so after a few hits it was actually giving more mana for less piety with no downsides, and those using PISORF, CYDSTEPP, or BURNDAYRAZ you could blood tithe all your health away so you had no piety issues.

I also think the old glyph magnet boon should become her on-worship effect. Some starting piety wouldn't be bad, either, since she's just a terrible alter if you find her late after exploration is complete. Now, if refreshment didn't increase in cost quite so fast, that might be another matter...

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Wed Jan 11, 2012 8:15 pm
by The Avatar
Yes on the changes to Mystera. Yes. No double edge, glyph magnet as an on worship effect.

Re: Can we expect "Vicious" dungeons to be toned down?

PostPosted: Thu Jan 12, 2012 1:41 am
by dislekcia
The vicious dungeons have been slowly coming down in difficulty and a lot of quests are going to get moved around/rebalanced over the next month or so. We're starting to need less stress testing and more "flow" testing - how enjoyable the game is as an experience from a progression point of view.

Would you guys like some way to artificially increase difficulty in dungeons as an optional thing though? We've been lobbing an idea like that around for a while now and can't decide if we want to go forward on it or not.