Joist wrote:@Bloggorus: Can you try this one? http://www.qcfdesign.com/wiki/DesktopDu ... agon_Isles
I'd like to use you as a guinea pig because of your self professed trouble with vicious dungeons.
@Joist: Ding! Demonic complete. Trying the dragon isles one now.
Looks like your strategy worked.I even forgot about Whupaz, and forgot that you cant buy multiple potions of the same kind anymore and had to roll with about six layers of weakening. Made it comfortably.
Looks like I will have to eat my words over the impossibility of Vicious dungeons.
It's worth noting that this kind of played looked and felt like an optimal version of how the warlord class is meant to be played.
I didn't feel this strategy was an exploit as much as a result of preparations multiplying the effects of the class many times. This is a complex strategy, but it is valid.
But my original point still stands; the game ramps up to this kind of complexity, and the endgame provides no incentive for more casual play aside from badges.
I would like to see end game content incorporate the existing normal and hard dungeons a lot more, such as setting 'unusual tasks' or putting handicaps on players.
Vicious dungeons can be inflexible, static and very boring after you've tried and failed four million times to complete them.