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QCF Design Community • View topic - Final dungeon/quest balance tweaks


Final dungeon/quest balance tweaks

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Re: Final dungeon/quest balance tweaks

Postby fall_ark on Wed Aug 15, 2012 12:10 pm

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Re: Final dungeon/quest balance tweaks

Postby The Avatar on Wed Aug 15, 2012 12:30 pm

Which is the problem. I think the point of subdungeons are to be general purpose and have a little exploration.
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Re: Final dungeon/quest balance tweaks

Postby Darvin on Wed Aug 15, 2012 4:04 pm

I'm conflicted on Spider Temple. On the one hand, it does have fortitude and burn cures lying around so you can cure your own ailments, and it's got some pretty powerful loot down there, but on the other hand this is still an extremely niche subdungeon. Now, it has been an absolute lifesaver on Slime Pit where a second WHUPAZ is most welcome.
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Re: Final dungeon/quest balance tweaks

Postby q 3 on Wed Aug 15, 2012 8:02 pm

Is there a trick to Fighter Gold? Because I'm completely stumped. I could do it if the boss had about 100 fewer HP, and even then it would still be quite a challenge, but as is...
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Re: Final dungeon/quest balance tweaks

Postby The Avatar on Wed Aug 15, 2012 8:23 pm

I don't really know if it's possible... Since they took away the platemail bug no one has been able to win it. They should probably add some shops with blacksmith equipment and/or kegs. They could also provide one of each booster and some cash (5 gold?) for every "miniboss" kill.
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Re: Final dungeon/quest balance tweaks

Postby Darvin on Wed Aug 15, 2012 8:24 pm

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Re: Final dungeon/quest balance tweaks

Postby The Avatar on Wed Aug 15, 2012 8:29 pm

Yeah. I got him down to about 15 hp once. Wasn't happy about it.

They could have a rest room (no exploration space) between every round (like in hitball) which would have the shops and boosters. Also, you'd talk to the manager who'd give you rewards for each round. Just think hitball combined with Naga City. The rewards would be gold, one of each potion, and one of each booster. Or something along those lines.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

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Re: Final dungeon/quest balance tweaks

Postby Darvin on Wed Aug 15, 2012 8:32 pm

Just dropping boosters between the rounds would probably be enough. Actually, it might be too much and make it too easy for a gold. A 30% increase to health, mana, and damage when taken together roughly doubles the power of your character.
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Re: Final dungeon/quest balance tweaks

Postby The Avatar on Wed Aug 15, 2012 9:13 pm

I was thinking along the lines of one of each. You could make them for sale.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

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Re: Final dungeon/quest balance tweaks

Postby q 3 on Thu Aug 16, 2012 12:19 am

Adding shops would make a bunch of sense - one of the things that puzzled me was why you're allowed to prep Alchemist scrolls when there seems to be no use for them other than accessing a few more dark tiles.
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