some thoughts about insane difficulty
Posted: Sun Dec 20, 2020 2:56 pm
ive been thinking about insane's difficulty lately
the t1s seem okay for most builds, though a few builds struggle with it
the t2s seem too hard for what seems like the majority of builds
and then everything afterwards is just too easy for most builds until high peak because by that point you have enough gear to oneshot most everything, and high peak's difficulty is okay
this problem seems to be more pronounced in 1.6 and 1.7 than it was in 1.5; back in 1.5, people had some loot pinatas here and there in cities that they could bash by drowning rare and randboss citizens
this made the t1s be easier than they needed to be, and they made the t2s, and especially the early t2s, be more manageable
at first, I was thinking that the dungeons from t3 and onwards should be made harder, but then I'd thought, why not just make the hardest part, which is the t2s, be easier instead?
what insane, i think, could really use, is some kinda loot pinata that helps you to beat the t2s, and especially the early t2s
this could be given in the form of adding lots and lots of extra vaults in the t1 dungeons, including even norgos lair and the heart of the gloom, which iirc, have never had vaults before
I'm thinking that all of the gear that you could get from those vaults would make the early t2s on insane be alot more manageable for most builds, and not involve finding in the first t2 dungeon, say, a randboss anaconda mindslayer that appears from around a corner on turn 1 and uses blindside and impale to lower your hp from 100% to 5% and leave you with a 50+ damage bleed and a gloom confusion right through your measly 60ish armor and 8% physical resistance, or a randboss venom drake archmage skirmisher that resists half of your stuns, deflects 1/4th of them, and deals 200+ damage on most turns
the t1s seem okay for most builds, though a few builds struggle with it
the t2s seem too hard for what seems like the majority of builds
and then everything afterwards is just too easy for most builds until high peak because by that point you have enough gear to oneshot most everything, and high peak's difficulty is okay
this problem seems to be more pronounced in 1.6 and 1.7 than it was in 1.5; back in 1.5, people had some loot pinatas here and there in cities that they could bash by drowning rare and randboss citizens
this made the t1s be easier than they needed to be, and they made the t2s, and especially the early t2s, be more manageable
at first, I was thinking that the dungeons from t3 and onwards should be made harder, but then I'd thought, why not just make the hardest part, which is the t2s, be easier instead?
what insane, i think, could really use, is some kinda loot pinata that helps you to beat the t2s, and especially the early t2s
this could be given in the form of adding lots and lots of extra vaults in the t1 dungeons, including even norgos lair and the heart of the gloom, which iirc, have never had vaults before
I'm thinking that all of the gear that you could get from those vaults would make the early t2s on insane be alot more manageable for most builds, and not involve finding in the first t2 dungeon, say, a randboss anaconda mindslayer that appears from around a corner on turn 1 and uses blindside and impale to lower your hp from 100% to 5% and leave you with a 50+ damage bleed and a gloom confusion right through your measly 60ish armor and 8% physical resistance, or a randboss venom drake archmage skirmisher that resists half of your stuns, deflects 1/4th of them, and deals 200+ damage on most turns