Darvin wrote:Which "later levels" are you referring to?
The hard levels, not all of them, of course.
Darvin wrote:Beyond that fact, we already have some insanely powerful items already. Part of the problem is that many of them are unlocked relatively late in the game's progression. The Crystal Ball and Trisword are the only two unlocked in early levels. The Avatar's Symbol and Dragon Shield (the best items to combo with the CYDSTEPP and HALPMEH glyphs respectively) are both dangerously close to being infinity +1 swords, while Fire Heart (the best item to combo with the BURNDAYRAZ glyph) is very difficult to attain.
I have already unlocked the Fire Heart, but my idea is a little different: let the novice players choose an easier route if they wish, while keeping the hard route for the veterans.
Another example would be: you can enter a level with 2, 1 or zero "fighter" preparations (instead of 1 or zero as it is now). If you finish a level you get a silver, gold or platinum medal/star for that level if you used respectively 2, 1 or zero "fighter" preparations.
So I can enter a dungeon with a Fire Heart and a Crystal Ball, but I will only get a silver medal.
If I want a gold medal, I will have to choose only one preparation.
In this way, you don't have to rebalance the game for the easier difficulty: it's the player that chooses at which difficulty to play the game, knowing that the easier route will be a lot easier, but it won't give them the better achievement.
I know that I will play the easier route first, then I will try the harder one and if I cannot complete the level in hard mode I will be fine, because I can progress the game anyway.
Darvin wrote:You can prepare 10% knockback from the blacksmith, and there's a deity who not only gives you ENDISWAL for free when you worship him but also will bust up some walls every time you purchase a boon from him. These combos already exist, you just need to seek them out.
I know that, this is why I specified a 20% knockback, that can be stacked with the blacksmith preparation.
Again, the idea is to give the "casual" gamer an easier route, but leave the harder route available as well.