Not sure how I feel about Rock Garden in particular.
... does it need adjustment?
Darvin wrote:I'm not sure if there's an easy solution here without taking away the aspects that make this particular dungeon unique. Perhaps you could move the two brothers of stone to the center of the dungeon (in locations that won't block hallways). This would remove the biggest luck factory with regards to Rock Garden: finding the bosses before exploration is heavily depleted.
Darvin wrote:Not sure how I feel about Rock Garden in particular.
... does it need adjustment?
The Rock Garden is somewhat unique in that it has significantly more resources than a usual dungeon (spoons from plants, extra monsters for extra XP, extra gold drops due to the boss loadout) but also has significantly more challenges than a comparable dungeon. As a result, there's a bit of an issue with momentum and traction. For a beginner with a poorly-suited loadout of preps it would be very difficult to get momentum on this dungeon and really capitalize on those extra resources it has to offer. For experts with good preps that can get their runs off the ground early, this is an entirely different matter and all those extra resources let them ride to a much easier victory.
I'm not sure if there's an easy solution here without taking away the aspects that make this particular dungeon unique. Perhaps you could move the two brothers of stone to the center of the dungeon (in locations that won't block hallways). This would remove the biggest luck factory with regards to Rock Garden: finding the bosses before exploration is heavily depleted.
Rock Garden is, IMO, even fairly easy as Purist.
A level 1 Rogue with a Fine Sword and Blacksmith Sword prep can be running around with as much as 40 damage!
subanark wrote:Most the other gods you aren't very likely to piss off right off the bat as easily. Taurag gives piety for previous kills, Mysteria rewards previous magic use (she should really summon a random glyph in the dungeon if you don't have one up yet), GG could get you for using "evil" magic or potion use, but that isn't as likely. Drac also rewards previous kills.
Darvin wrote:Rock Garden is, IMO, even fairly easy as Purist.
For veterans like us, Ick Swamp and Slime Pit are the only dangerous sub-vicious dungeons. Everything else is fairly straightforward on a purist run. That doesn't necessarily mean so for a beginner.A level 1 Rogue with a Fine Sword and Blacksmith Sword prep can be running around with as much as 40 damage!
First of all, that's effectively impossible without ENDISWAL or WEYTWUT. The layout the dungeon means you will be forced to fight through many monsters to get to all the plants, and will gain several levels in doing so. A rogue with a fine sword and a sword is already a wickedly strong attacker, and your primary issue will be locating appropriately-leveled monsters without expending too much black space.
That brings me to the second issue: you have to expend most of your exploration to do this. That's a huge sacrifice and quite frankly one I don't think is worth it for a small amount of bonus XP.
Again, I'm not saying this level is super-hard, but I am saying it's still harder than most of the other directional dungeons at the same level of progression.

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