[AoA]starting zone tweaks for nightmare+
Posted: Sun Apr 02, 2017 7:53 pm
so I think the current way that starting zones are on nightmare+ is very difficult for some classes, such as brawlers, but I also think that you shouldn't be starting with extra gold(or extra levels) upon character creation in higher difficulties
I know drowning is a big issue, but its getting nerfed anyway, which I think is a good thing
I've got some suggestions that I think would fix the rest of the issues(barring shop scumming):
1: ruins of kor'pul would be able to spawn randbosses and uniques outside of chests again
2: trollmire would no longer be able to spawn rare enemies, just like escape from reknor
3: the scintillating caves would no longer be able to spawn rares, randbosses, or uniques, just like escape from reknor
4: norgos' lair would no longer be able to spawn rares, randbosses, or uniques either
5: I dunno how hard slazish fens(or w/e its called) is on insane, but if it can spawn rares or randbosses or uniques at all on nightmare+, that should also be prevented from happening, AND you should be prevented from being taken to the heart of the gloom, the ruins of kor'pul, and the rhaloren camp by the portal
6: concerning the searing halls, prevent the portal at the end from taking you to the heart of the gloom, the ruins of kor'pul, and the the rhaloren camp
7: remove the extra starting gold and levels(where applicable) from nightmare+; every race/class combo on every difficulty starts at level 1 with 15 gold
I would imagine that if those 7 changes were implemented, every race/class combo should be able to get past the tier 1 insane dungeons without startscumming
I think id be a little surprised if a halfling/ogre/thalore cursed wouldn't be able to beat insane trollmire, norgos' lair, and scint caves, and ben cruthdar, and the arena all before doing the rest of tier 1
as a comparison, a dwarf bulwark currently has little issue, aside from uncommonly dying in norgos' lair, with beating the tier 1 dungeons(even with no movement infusion) since escape from reknor has no rares/randbosses/uniques and they can be level 6 or 7 without drowning anyone before they even start the second t1 dungeon, so I think those changes should fix many of the issues with starting zones on higher difficulties
tinker classes shouldn't have trouble with those changes(or without them) because of how strong they are; its likely they'll have two t2 weapons(and maybe another steam generator) by the time they've done 3 starter dungeons, and that should be good enough for norgos' lair
I know drowning is a big issue, but its getting nerfed anyway, which I think is a good thing
I've got some suggestions that I think would fix the rest of the issues(barring shop scumming):
1: ruins of kor'pul would be able to spawn randbosses and uniques outside of chests again
2: trollmire would no longer be able to spawn rare enemies, just like escape from reknor
3: the scintillating caves would no longer be able to spawn rares, randbosses, or uniques, just like escape from reknor
4: norgos' lair would no longer be able to spawn rares, randbosses, or uniques either
5: I dunno how hard slazish fens(or w/e its called) is on insane, but if it can spawn rares or randbosses or uniques at all on nightmare+, that should also be prevented from happening, AND you should be prevented from being taken to the heart of the gloom, the ruins of kor'pul, and the rhaloren camp by the portal
6: concerning the searing halls, prevent the portal at the end from taking you to the heart of the gloom, the ruins of kor'pul, and the the rhaloren camp
7: remove the extra starting gold and levels(where applicable) from nightmare+; every race/class combo on every difficulty starts at level 1 with 15 gold
I would imagine that if those 7 changes were implemented, every race/class combo should be able to get past the tier 1 insane dungeons without startscumming
I think id be a little surprised if a halfling/ogre/thalore cursed wouldn't be able to beat insane trollmire, norgos' lair, and scint caves, and ben cruthdar, and the arena all before doing the rest of tier 1
as a comparison, a dwarf bulwark currently has little issue, aside from uncommonly dying in norgos' lair, with beating the tier 1 dungeons(even with no movement infusion) since escape from reknor has no rares/randbosses/uniques and they can be level 6 or 7 without drowning anyone before they even start the second t1 dungeon, so I think those changes should fix many of the issues with starting zones on higher difficulties
tinker classes shouldn't have trouble with those changes(or without them) because of how strong they are; its likely they'll have two t2 weapons(and maybe another steam generator) by the time they've done 3 starter dungeons, and that should be good enough for norgos' lair