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Possible fix to higher difficulty starting levels

Posted: Thu Nov 13, 2014 9:51 am
by Suslik
Currently on insane we get 50% + 6 flat levels on all mobs. And the most difficult and annoying part is getting to about lvl 4 or 8 for most classes when you have 100 hp, 1 attacking talent and every first rare you encounter crits for 150 dmg because they are lvl 9. When you finally do get lvl 8 yourself and get access to tier 3 abilities and you at least have options to escape/track or glass cannon rares that are twice your level. What if we change the scaling from 50% + 6 to something like 55% + 2? It's the very first levels that need adjusting because later it goes way smoother. Also I do insist on removing townsfolk drowning altogether because "you cannot start otherwise" is not an excuse. And lastly but not the least important thing is an old proposal to give all classes at least basic infusion choice so that they have lame regen, healing, mind wild and movement in their inventory starting from level 1 offering more options and customization for every playstyle. Currently there's a huge difference in difficulty if you find for example an extra regen infusion in trollmire 1. Adding these optional infusion would greatly negate this randomness.

Re: Possible fix to higher difficulty starting levels

Posted: Thu Nov 13, 2014 11:00 am
by ghostbuster
I agree. On higher difficulties the most difficut are, by far, the first levels. I was thinking of another solution that would be to give the players in the higher difficulties better starting equipement (green or blue instead of white stuff). Not game breaking obviously, but it would help a bit...

Re: Possible fix to higher difficulty starting levels

Posted: Fri Nov 14, 2014 12:50 am
by HousePet
I believe the flat level boosts are being removed so that level 1 creatures get scaled up to level 3 instead of 8 for example.

Re: Possible fix to higher difficulty starting levels

Posted: Wed Mar 18, 2015 3:48 am
by Suslik
Oh come on. Downloaded 1.3, started new game on insane, got surrounded by 3 lvl8 rares. Again? Flat level boost is still there? Come on, it's an awesome difficulty after you spend 2 hours getting out of the first zone. Srsly first 4-8 levels are the most frustrating, random, uninteresting and they take most of the playtime on insane. Why won't you reduce/remove flat level addition to rare/unique/boss spawns?

Re: Possible fix to higher difficulty starting levels

Posted: Wed Mar 18, 2015 4:40 am
by Effigy
If you're not drowning NPCs for xp/loot on Insane+, you're doing it wrong. Maybe that needs to change, but that's the de facto strategy in the current game.

Re: Possible fix to higher difficulty starting levels

Posted: Wed Mar 18, 2015 1:56 pm
by grobblewobble
Suslik wrote:Also I do insist on removing townsfolk drowning altogether because "you cannot start otherwise" is not an excuse.
Great idea. Drowning townsfolk is fun when you first discover it, but it becomes dumb quick. It makes no sense. The townsfolk should refuse to be pushed into the water, or walk back to land asap, or at the very least attack when you throw them into the canal.

Re: Possible fix to higher difficulty starting levels

Posted: Wed Mar 18, 2015 5:48 pm
by malboro_urchin
Effigy wrote:If you're not drowning NPCs for xp/loot on Insane+, you're doing it wrong. Maybe that needs to change, but that's the de facto strategy in the current game.
Does this help with Nightmare?

Re: Possible fix to higher difficulty starting levels

Posted: Wed Mar 18, 2015 7:36 pm
by Effigy
Not very much, but the level scaling on Nightmare isn't that bad. I never had any major issues in the Nightmare starting areas.

Re: Possible fix to higher difficulty starting levels

Posted: Fri Mar 20, 2015 10:48 pm
by ekeron
Well, git shows that it should be changed for the next patch.

Nightmare is currently 50% + 3. Changed to 50% + 2.

Insane is currently 50% + 6 ( or 120% + 5? It's unclear for me). Changed to 50% + 3.

Madness is currently 150% + 10. Changed to 150% + 6.

I've never played in the higher difficulties but this seems like a good nerf.

Re: Possible fix to higher difficulty starting levels

Posted: Fri Mar 20, 2015 11:42 pm
by Velorien
Where do you get the git listings? I'm supposed to have them on RSS, but I've seen no new posts for a couple of months.

Re: Possible fix to higher difficulty starting levels

Posted: Fri Mar 20, 2015 11:45 pm
by rexorcorum
DG has changed it some time ago to http://git.net-core.org/tome/t-engine4.git

Re: Possible fix to higher difficulty starting levels

Posted: Sat Mar 21, 2015 12:45 am
by Velorien
Thank you! Shame there doesn't seem to be an RSS function this time.

Re: Possible fix to higher difficulty starting levels

Posted: Sat Mar 21, 2015 1:44 am
by rexorcorum
Well, I do receive the commits via RSS, just put "http://git.net-core.org/tome/t-engine4/commits/master" in your feed and it should work.

Re: Possible fix to higher difficulty starting levels

Posted: Sun Mar 22, 2015 2:07 am
by HousePet
I still don't think there should be any flat level adjustments.

Re: Possible fix to higher difficulty starting levels

Posted: Sun Mar 22, 2015 11:16 pm
by Suslik
I don't think there should be flat level adjustment either. But if I managed to force DG to tune that level adjustment down, I will test it and if it does need further lowering, I'll poke him till he does that ._.