by Crawly McCrawlsa on Wed Jan 11, 2012 4:34 am
Haha I would never have suspected you as a DD player too. I played with you a looong time back, close to beta. (not by this name obviously) You just hosted a NA tourney right? I read it on the GK forums. I was plannin on playin, but then my gf required my attention... grrr. In any case, welcome to the DD forums haha.
As to the actual topic, I believe the main strategies/micro of the game is pretty set in stone. One of the biggest difficulties in Vicious dungeons is not the actual scumming, that just takes a little time, it's coming up with that key solution that takes a "good" character to that level of IMBA where he can take on 9 bosses in a row and succeed. Or, that key combination that really accents a character in just the right way to take advantage of what is provided in the dungeon, then repeat until you achieve victory.
Now, the things that make scumming so prevalent in vicious dungeons is the fact that 2 glyphs are much stronger than the others (halpmeh and cydstepp), and that certain items are Extremely effective for certain classes or the dungeon in general (triling, agnostics collar, etc), and that 2 of the gods have way stronger long term benefits than the others (dracul and GG).
The question is... will elements of the game be buffed to get on this "vicious" quality level? or will they bring these elements into line with the other items/gods/etc and then bring down the difficulty of these dungeons to be tolerable.
As for that, only the devs know. Balance is always the most difficult thing to create in any game. (lmao at the old grim/rav)
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Dear DD Designers, you're awesome. TY!
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