Thoughts on the current Infinite Dungeon
Moderator: Moderator
Re: Thoughts on the current Infinite Dungeon
yes add mex's addon to the ID + start in LH.
A little bit of a starters guide written by yours truly here.
Re: Thoughts on the current Infinite Dungeon
Because Dreadfell is a semi-random layout (some room templates, vaults, and tunnels thrown around) while Searing Halls, Slumbering Caves and a couple others are mostly fixed so there's no variety to be found there. More variants is a good thing, but some of them (like the aforementioned two and some super-annoying farportal layouts) should be removed from the pool because seeing them more than once is boring.ster wrote:Ok how is the current ID feel worse than Infinite Dreadfell Hell
Going from one level gen template to 20+ is a huge boost in variety
That said ID isnt reasonably playable until early game gets fixed
I agree that early ID needs work, but that was already a problem before 1.5 and nothing got changed there.
-
- Yeek
- Posts: 12
- Joined: Tue May 26, 2015 9:40 am
Re: Thoughts on the current Infinite Dungeon
Almost all T1 dungeons early on besides Kor'Pul are lit up, so you can actually see where enemies are, making ranged characters not a total hazard (also the mages can one shot you, besides the pyromancer). making the first ten or 15 levels of the infinite dungeon lit up, or at least splattered with light sources would help.
More shops is a need too, you're going to be gearless for the first 5 or 8 levels otherwise, and compared to the main campaign, you'll be undergeared constantly, so this'd be definitly wanted
More shops is a need too, you're going to be gearless for the first 5 or 8 levels otherwise, and compared to the main campaign, you'll be undergeared constantly, so this'd be definitly wanted