Alt dungeon thoughts
Posted: Sat Jun 08, 2013 4:54 pm
I've been poking at these for a couple runs now, so I think I finally have a general feel for them.
In general; They're harder than the originals, with enough of a jump in some cases as to be nasty. Which is a shame, as having straight up upgrades to the dungeons as your only option is pretty nasty. Making a third "easier" variation is an option, but as it is, the current choices are basically bad and worse for many dungeons.
In specifics, though, and thoughts to counteract the effects...
Alternate Trollmire: Is fine. Genuinely alternate and interesting enough, without being directly easier or harder.
Alternate Norgos: Generally straight up harder. Alternate Norgos himself used to be notably easier...then he was given a grab move and his high burst damage actually comes into play(though the AI isn't terribly bright about consistency here I gather; This is me talking on what I've heard others say+the raw code, for the grab version). I honestly liked this more when he was kinda sad; The dungeon was a bit harder(Shivgoroths aren't incredibly powerful, but this is a tier 1 dungeon), Norgos was stupidly easy.
It's sorta weird to complain about him being harder-he's still not hard-but Norgos is basically the only dungeon you can get weird, rather poor start builds off the ground with(along with the first part of Trollmire, but L5 isn't enough for all of those types of build.). It's probably easier to just restart if you get the alternate, for those-they tend to be poor melee builds, and the alternate version of Norgos can be a tedious struggle at best for them.
The fix is simple enough; Yank Frozen Ground. Now he's got a grab that somewhat limits your movement/sucks you in and Ice Storm. Generally about as competent as his "Stun L1" skillset on the normal version.
Alternate Rhaloren: Slightly harder. Not enough so that it's undoable, but the open area rewards the mages. Not really sure if this is worth trying to tweak, though.
Alternate Scint Caverns: The only Alt I both haven't seen and haven't seen talked about. I assume it's fine as such.
Alternate Heart of the Gloom: Seems fine, genuine sidegrade.
Alternate Kor'pul: Seems fine. Might be the only one that's actually easier, though it's not unmitigatedly so.
Alternate Sandworm: Most common complaint is that the one sandworm comes back too slowly. Seems simple to just add one or two more on the same route, so that you have one showing up in less than 300+ turns. Not actually harder, but disliked as it stands, from what I've seen.
Alternate Maze: Far harder; Rolling up lots of horrors means that much higher of a chance of an OoD horror(Which is why people don't do, say, Nur), and even weaker horrors are stronger than the thief-heavy batch that usually rolls up here. The boss is fine, and the fact that it gives more loot for more risk(due to more/smaller floors) I do like, but it is notably harder.
The simple-and oddly specific-solution would be to apply OoD protection to Maze's alt-this means that the original has chances to produce a few powerful enemies, while the alternate has the chance to produce more competent enemies in general, but no random Wyrms like Maze sometimes makes.
Barring that, cutting down on the horror rate some, or giving it Horror-Temporal instead of standard Horror, would work. I recommend the latter, as it's fairly interesting and an extremely simple fix.
Alternate Old Forest: I don't hear many complaints about the main dungeon, but Shardskin I do hear a lot of complaints about. He has a ton of really spammable high range damage, replaces a boss that generally was rather weak and made for a good first Tier 2 target, and he gets Gravity Well. He really doesn't need Gravity Well.
I'd honestly suggest retooling him as a fighter/mage in the same way that Wrathroot is. Flame/Fire Storm/Bone Grasp/Blood Spray/Rend/Armor Training seems more thematically appropriate than what he has, and should still probably end up fairly interesting/not too much more or less competent than the original. (Gains in raw damage/has less status impact.)
Alternate Daikara: Same Daikara with a lot more open areas, basically. Which makes it harder on anyone that relied on chokepoints to deal with the area...which was most non-mages.
I still think the fix is simple; Make the falling rocks have a fuzz radius of anywhere from on top of you, to some squares from you(5-10), rather than landing straight on the player. The final arena is notably harder, but I think Varsha's easier than Rantha, which compensates.
Alternate Nur: The problem I was afraid of seems to have happened anyways; The reactions I've seen from players to the new variation have been along the lines of "Never going in there without water breathing.".
I'm genuinely unsure if there's a way to salvage this without tossing the entire concept of underwater horrors. Edge's reaction to them being relatively underpowered due to their enviroment makes me think that nerfing them any further will meet strong resistance, buffing them any further will meet very strong resistance from me, and Nur already suffers from a lot of players simply not doing it due to the benefits being more convenience than actual loot-which this makes worse, not better.
Maybe Nur finally needs some actual loot to compensate for its high risk levels. At least then this could be justified by high risk/reward gameplay.
In general; They're harder than the originals, with enough of a jump in some cases as to be nasty. Which is a shame, as having straight up upgrades to the dungeons as your only option is pretty nasty. Making a third "easier" variation is an option, but as it is, the current choices are basically bad and worse for many dungeons.
In specifics, though, and thoughts to counteract the effects...
Alternate Trollmire: Is fine. Genuinely alternate and interesting enough, without being directly easier or harder.
Alternate Norgos: Generally straight up harder. Alternate Norgos himself used to be notably easier...then he was given a grab move and his high burst damage actually comes into play(though the AI isn't terribly bright about consistency here I gather; This is me talking on what I've heard others say+the raw code, for the grab version). I honestly liked this more when he was kinda sad; The dungeon was a bit harder(Shivgoroths aren't incredibly powerful, but this is a tier 1 dungeon), Norgos was stupidly easy.
It's sorta weird to complain about him being harder-he's still not hard-but Norgos is basically the only dungeon you can get weird, rather poor start builds off the ground with(along with the first part of Trollmire, but L5 isn't enough for all of those types of build.). It's probably easier to just restart if you get the alternate, for those-they tend to be poor melee builds, and the alternate version of Norgos can be a tedious struggle at best for them.
The fix is simple enough; Yank Frozen Ground. Now he's got a grab that somewhat limits your movement/sucks you in and Ice Storm. Generally about as competent as his "Stun L1" skillset on the normal version.
Alternate Rhaloren: Slightly harder. Not enough so that it's undoable, but the open area rewards the mages. Not really sure if this is worth trying to tweak, though.
Alternate Scint Caverns: The only Alt I both haven't seen and haven't seen talked about. I assume it's fine as such.
Alternate Heart of the Gloom: Seems fine, genuine sidegrade.
Alternate Kor'pul: Seems fine. Might be the only one that's actually easier, though it's not unmitigatedly so.
Alternate Sandworm: Most common complaint is that the one sandworm comes back too slowly. Seems simple to just add one or two more on the same route, so that you have one showing up in less than 300+ turns. Not actually harder, but disliked as it stands, from what I've seen.
Alternate Maze: Far harder; Rolling up lots of horrors means that much higher of a chance of an OoD horror(Which is why people don't do, say, Nur), and even weaker horrors are stronger than the thief-heavy batch that usually rolls up here. The boss is fine, and the fact that it gives more loot for more risk(due to more/smaller floors) I do like, but it is notably harder.
The simple-and oddly specific-solution would be to apply OoD protection to Maze's alt-this means that the original has chances to produce a few powerful enemies, while the alternate has the chance to produce more competent enemies in general, but no random Wyrms like Maze sometimes makes.
Barring that, cutting down on the horror rate some, or giving it Horror-Temporal instead of standard Horror, would work. I recommend the latter, as it's fairly interesting and an extremely simple fix.
Alternate Old Forest: I don't hear many complaints about the main dungeon, but Shardskin I do hear a lot of complaints about. He has a ton of really spammable high range damage, replaces a boss that generally was rather weak and made for a good first Tier 2 target, and he gets Gravity Well. He really doesn't need Gravity Well.
I'd honestly suggest retooling him as a fighter/mage in the same way that Wrathroot is. Flame/Fire Storm/Bone Grasp/Blood Spray/Rend/Armor Training seems more thematically appropriate than what he has, and should still probably end up fairly interesting/not too much more or less competent than the original. (Gains in raw damage/has less status impact.)
Alternate Daikara: Same Daikara with a lot more open areas, basically. Which makes it harder on anyone that relied on chokepoints to deal with the area...which was most non-mages.
I still think the fix is simple; Make the falling rocks have a fuzz radius of anywhere from on top of you, to some squares from you(5-10), rather than landing straight on the player. The final arena is notably harder, but I think Varsha's easier than Rantha, which compensates.
Alternate Nur: The problem I was afraid of seems to have happened anyways; The reactions I've seen from players to the new variation have been along the lines of "Never going in there without water breathing.".
I'm genuinely unsure if there's a way to salvage this without tossing the entire concept of underwater horrors. Edge's reaction to them being relatively underpowered due to their enviroment makes me think that nerfing them any further will meet strong resistance, buffing them any further will meet very strong resistance from me, and Nur already suffers from a lot of players simply not doing it due to the benefits being more convenience than actual loot-which this makes worse, not better.
Maybe Nur finally needs some actual loot to compensate for its high risk levels. At least then this could be justified by high risk/reward gameplay.