T1 Rework
Posted: Fri Apr 13, 2018 2:28 am
I'm sure that this has been proposed before, but I couldn't find it on the first three pages of this sub-forum so I figured that I'd push this topic back into the light of day anyways.
The Issue:
The issue here is that there are are too many Tier 1 zones[Henceforth "T1s"]. All of those zones are far easier then the T2 zones[Henceforth "T2s"], especially the notoriously deadly Old Forest. Therefore, it makes sense to do all of the T1's, even the ones that your starting quest says nothing about. This is very tedious and also very important on higher difficulties. Being able to stroll through to the last level seems like it would help mitigate this, but it simply isn't an attractive enough option. If you stroll through all the T1 dungeons besides your racial ones, then you'll be missing out on around a level's worth of experience and potentially a treasure chest with a ridiculous item inside it. This is all pretty bad.
The Solution:
Make it so you can only access the T1 zones that your starting quest tells you to deal with. This is pretty simple and consistent with the rest of the game, since there are many other dungeons that you don't gain access to without having the necessary quest.
The Issues with the Solution:
While this solution seems simple, there are a surprising number of issues that have built up around the T1's, because there are so many inconsistent approaches to how they work.
-What about backup guardians? Humans get two of them, while Thalore get none at all?
Just move the Trollmire guardian over to the Heart of the Gloom. Its even thematic, since he has Cursed talents.
-What about backup guardians for yeeks, celestials or the undead?
That is a trickier issue. You could argue that they could get relocated versions of other backup guardians. The Undead could get Kor's Fury[They would need to be able to go back to their starting dungeon for this, but I'm not sure why they can't do that already...], Celestials could get Aluin the Fallen[Or just have the same one as their race would ordinarily have]. Yeeks I'm not as sure about. Neither the Spellblaze Simulacrum nor the Dwarf backup guardian seem thematic, so suggestions are welcome. They could also get entirely new backup guardians, but that would require more work.
-Why do the undead only get one starting zone?
Ideally, they shouldn't. A simple band-aid would be having them share a zone with either Humans or Shalore. A more complicated solution would be letting them have a unique second dungeon, but that's more work.
-What about Bill the Stone Troll? Humans would have an unfair advantage if only they get access to him.
There are a few ways to fix this, all of which involve making Bill no longer interact with the Trollmire. You could find the final Trollmire note at the end of your second racial dungeon and it would let you go to Bill's zone directly from the worldmap. Alternately, Bill could be the final opponent in the Derth Arena fight, although that would interact weirdly with the whole Derth Storm sidequest.
-What about the starting zones for Archmages or Chronomancers?
Those zones might as well not exist, since they are optional, only doable at level 1 and very dangerous. Maybe if they actually get balanced then they might be worthy of consideration next to the other T1s, but as is they're simply not an issue. Archmages and Chronomancers would just have the same dungeons as any other member of their race would, in addition to their class-specific starting zone.
-You forgot about the Searing Halls!
I really don't care at all about Searing Halls, as I don't have that DLC. Anyone who does have it is free to comment on how it should fit in to the rest of the T1 rework. Same goes for whatever special T1 dungeons the Forbidden Cults DLC introduces.
-These changes really hurt Shalore, since both of their starting areas are quite hard!
That's a valid point. The solution I favour would simply be to make them less hard/annoying. Less magey enemies and maybe a few new elf/crystal type enemies seems like it should do the trick, but that's probably a more involved process then I'm making it seem. There are probably other discrepancies between the racial dungeon sets, like how Yeeks have far less rares to deal with then other races, that I'm not as sure about how to deal with. Suggestions are welcome.
-If you can only access two of the T1s, then where should you end up when you get teleported to Maj'Eyal as a Celestial?
One of the zones that your race would normally have. Whether its the zone with the backup guardian or without the backup guardian depends on whether all Celestials get Aluin or not, obviously.
-With less T1s to build up experience/items in, the transition to T2s will be even harder!
That is definitely an issue. The best option would be to have the T1->T2 transition be less brutal in general, instead of needing the crutch of more T1 zones, but that's a more in-depth rebalance then what this suggestion proposes. A middle ground option would be to have a universal T1.5 dungeon that you do after your racial dungeons, but before Old Forest. I suggest a tuned-down Old Halfling Ruins for this purpose, since its almost in the right level range, but other ideas are welcome.
The Future:
If you have a better idea for reducing T1 clutter, another solution for one of the potential issues I mentioned or a potential issue I didn't mention, then please post your ideas. I also plan to make a proof-of-concept addon that implements this rework, but it could take a while due to a combination of exams and not being familiar with how backup guardians or maps/zones work.
The Issue:
The issue here is that there are are too many Tier 1 zones[Henceforth "T1s"]. All of those zones are far easier then the T2 zones[Henceforth "T2s"], especially the notoriously deadly Old Forest. Therefore, it makes sense to do all of the T1's, even the ones that your starting quest says nothing about. This is very tedious and also very important on higher difficulties. Being able to stroll through to the last level seems like it would help mitigate this, but it simply isn't an attractive enough option. If you stroll through all the T1 dungeons besides your racial ones, then you'll be missing out on around a level's worth of experience and potentially a treasure chest with a ridiculous item inside it. This is all pretty bad.
The Solution:
Make it so you can only access the T1 zones that your starting quest tells you to deal with. This is pretty simple and consistent with the rest of the game, since there are many other dungeons that you don't gain access to without having the necessary quest.
The Issues with the Solution:
While this solution seems simple, there are a surprising number of issues that have built up around the T1's, because there are so many inconsistent approaches to how they work.
-What about backup guardians? Humans get two of them, while Thalore get none at all?
Just move the Trollmire guardian over to the Heart of the Gloom. Its even thematic, since he has Cursed talents.
-What about backup guardians for yeeks, celestials or the undead?
That is a trickier issue. You could argue that they could get relocated versions of other backup guardians. The Undead could get Kor's Fury[They would need to be able to go back to their starting dungeon for this, but I'm not sure why they can't do that already...], Celestials could get Aluin the Fallen[Or just have the same one as their race would ordinarily have]. Yeeks I'm not as sure about. Neither the Spellblaze Simulacrum nor the Dwarf backup guardian seem thematic, so suggestions are welcome. They could also get entirely new backup guardians, but that would require more work.
-Why do the undead only get one starting zone?
Ideally, they shouldn't. A simple band-aid would be having them share a zone with either Humans or Shalore. A more complicated solution would be letting them have a unique second dungeon, but that's more work.
-What about Bill the Stone Troll? Humans would have an unfair advantage if only they get access to him.
There are a few ways to fix this, all of which involve making Bill no longer interact with the Trollmire. You could find the final Trollmire note at the end of your second racial dungeon and it would let you go to Bill's zone directly from the worldmap. Alternately, Bill could be the final opponent in the Derth Arena fight, although that would interact weirdly with the whole Derth Storm sidequest.
-What about the starting zones for Archmages or Chronomancers?
Those zones might as well not exist, since they are optional, only doable at level 1 and very dangerous. Maybe if they actually get balanced then they might be worthy of consideration next to the other T1s, but as is they're simply not an issue. Archmages and Chronomancers would just have the same dungeons as any other member of their race would, in addition to their class-specific starting zone.
-You forgot about the Searing Halls!
I really don't care at all about Searing Halls, as I don't have that DLC. Anyone who does have it is free to comment on how it should fit in to the rest of the T1 rework. Same goes for whatever special T1 dungeons the Forbidden Cults DLC introduces.
-These changes really hurt Shalore, since both of their starting areas are quite hard!
That's a valid point. The solution I favour would simply be to make them less hard/annoying. Less magey enemies and maybe a few new elf/crystal type enemies seems like it should do the trick, but that's probably a more involved process then I'm making it seem. There are probably other discrepancies between the racial dungeon sets, like how Yeeks have far less rares to deal with then other races, that I'm not as sure about how to deal with. Suggestions are welcome.
-If you can only access two of the T1s, then where should you end up when you get teleported to Maj'Eyal as a Celestial?
One of the zones that your race would normally have. Whether its the zone with the backup guardian or without the backup guardian depends on whether all Celestials get Aluin or not, obviously.
-With less T1s to build up experience/items in, the transition to T2s will be even harder!
That is definitely an issue. The best option would be to have the T1->T2 transition be less brutal in general, instead of needing the crutch of more T1 zones, but that's a more in-depth rebalance then what this suggestion proposes. A middle ground option would be to have a universal T1.5 dungeon that you do after your racial dungeons, but before Old Forest. I suggest a tuned-down Old Halfling Ruins for this purpose, since its almost in the right level range, but other ideas are welcome.
The Future:
If you have a better idea for reducing T1 clutter, another solution for one of the potential issues I mentioned or a potential issue I didn't mention, then please post your ideas. I also plan to make a proof-of-concept addon that implements this rework, but it could take a while due to a combination of exams and not being familiar with how backup guardians or maps/zones work.