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QCF Design Community • View topic - Thoughts on new Vicious Halls of Steel
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Re: Thoughts on new Vicious Halls of Steel

PostPosted: Sun Jan 29, 2012 1:58 am
by gjaustin
This dungeon isn't fun. It's the exact opposite of fun. I had one level where I only made it to level 5 before running out space to explore.

I can't decide whether the Illusions, Animated Armors, or Resist Down Golems are the most frustrating part. The Wraiths and Warlocks being the "easy' monsters don't exactly help.

I can't even kill BlahBlah on most runs.

Re: Thoughts on new Vicious Halls of Steel

PostPosted: Sun Jan 29, 2012 2:46 am
by q 3
You might do better going after Indomitable before Blahblah. Indomitable is the single most vulnerable boss to regen fighting; Blahblah is one of the least susceptible to regen fighting. Use your tiles fighting Indomitable.

Re: Thoughts on new Vicious Halls of Steel

PostPosted: Sun Jan 29, 2012 3:42 am
by gjaustin

Re: Thoughts on new Vicious Halls of Steel

PostPosted: Sun Jan 29, 2012 3:52 am
by q 3
Hmm. I haven't attempted vicious Halls of Steel since beating it with a Wizard shortly after Blahblah was added, so I'll have to give it a go once I get it unlocked on my latest new profile. A pure fireball strategy should probably thwomp Indomitable pretty effectively thanks to Mystera's new spread of boons, although I'm not sure if that will leave you in a position to take out Blahblah or not. Something to ponder, I suppose. I do have a general sense of 'WTF' from the decision to put Blahblah in that dungeon - yes, vicious Crypt was always more of a hard dungeon masquerading as vicious, but Halls of Steel was one of my favorite dungeons as it was just because it was so different from anything else. If it was too easy, IMO the solution would have been to bump Indomitable up to like 60 or even 75 death protections, or maybe do something like ~400 HP, ~25 death protections, fast regen and undead (for poison immunity). That would be an interesting challenge, while retaining the undiluted flavor of the dungeon.

Re: Thoughts on new Vicious Halls of Steel

PostPosted: Sun Jan 29, 2012 4:16 am
by The Avatar
Then Gnome bloodmages and assassins are easy wins.

Re: Thoughts on new Vicious Halls of Steel

PostPosted: Sun Jan 29, 2012 8:29 am
by Fran
I assume that the dungeon is so difficult is meant to guide our perception.
A lot of people were complaining about the usefulness of the vampire before, so:

1) Make vampire unattainable by making his unlock dungeon impossible
2) Change the vampire in the same update were the dungeon gets nerfed
3) Everybody plays the dungeon again, everybody unlocks the new, changed vampire
4) ???
5) Profit aka a new vampire for the players and more feedback on him for the devs

Re: Thoughts on new Vicious Halls of Steel

PostPosted: Mon Jan 30, 2012 3:10 am
by The Avatar
That makes a ton of sense, actually. I wouldn't be surprised if they did that.