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BiscuitToes

RTL Conjurer Question and The Delve thoughts.

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I finished my first run through of The Delve yesterday and had a blast.

 

I played through as normal to test out some new classes like the Conjurer. The Conjurer can produce mirror images that are to be treated like a Hero. So when a monster activated and it was described to attack the closest hero, it was usually one of these mirror images because of my positioning.

 

I felt this made it a lot more easy. Did anyone else have the same experience?

 

 

After finishing my Delve run I was confused on why it had to end. I'm playing this for it's Rogue Like experience which means I want to see how far I can get.

 

Why not start with a Normal difficulty encounter and as you progress the encounters get harder and harder until you completely wipe. For me this sounds more interesting, challenging, rewarding, and appropriate. It seems do-able as well if all the encounters are generated randomly. Why have a set 6 encounter scenario if there is no "story".

 

I'm Curious how others feel about this issue.

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After finishing my Delve run I was confused on why it had to end. I'm playing this for it's Rogue Like experience which means I want to see how far I can get.

 

Why not start with a Normal difficulty encounter and as you progress the encounters get harder and harder until you completely wipe. For me this sounds more interesting, challenging, rewarding, and appropriate. It seems do-able as well if all the encounters are generated randomly. Why have a set 6 encounter scenario if there is no "story".

 

I'm Curious how others feel about this issue.

 

I hear what you're saying, and I'd love a longer "run" myself sometimes, but I fear due to the very nature of Descent it would be very hard to do.

 

Descent 2.0 was designed from the start to accomodate campaigns of a certain size/length. It "scales" throughout the campaign using the Act I/II structure. The balance of the game hinges on the fact that the players will never have access to every skill available to their character, and have only so many opportunities to equip their character from a randomised pool.

 

If the Delve continued past the 6th stage, the game would become imbalanced in favour of the players. Essentially, the monsters can only get tougher by adding wounds ... they're stuck with their Act II cards and abilities. The players could essentially continue optimising their equipment and completing their skill set, which I think would ultimately make it easier for them as it goes on.

 

Again, I hear what you are saying, and it's something I'd love it to happen, but I can't think of a practical way for it to be provided to us.

Edited by maxam

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After finishing my Delve run I was confused on why it had to end. I'm playing this for it's Rogue Like experience which means I want to see how far I can get.

 

Why not start with a Normal difficulty encounter and as you progress the encounters get harder and harder until you completely wipe. For me this sounds more interesting, challenging, rewarding, and appropriate. It seems do-able as well if all the encounters are generated randomly. Why have a set 6 encounter scenario if there is no "story".

 

I'm Curious how others feel about this issue.

 

I hear what you're saying, and I'd love a longer "run" myself sometimes, but I fear due to the very nature of Descent it would be very hard to do.

 

Descent 2.0 was designed from the start to accomodate campaigns of a certain size/length. It "scales" throughout the campaign using the Act I/II structure. The balance of the game hinges on the fact that the players will never have access to every skill available to their character, and have only so many opportunities to equip their character from a randomised pool.

 

If the Delve continued past the 6th stage, the game would become imbalanced in favour of the players. Essentially, the monsters can only get tougher by adding wounds ... they're stuck with their Act II cards and abilities. The players could essentially continue optimising their equipment and completing their skill set, which I think would ultimately make it easier for them as it goes on.

 

Again, I hear what you are saying, and it's something I'd love it to happen, but I can't think of a practical way for it to be provided to us.

 

 

Very good points.

 

I think the progressions for heroes rewards and Exp would have to be slowed down for sure, currently the heroes improve very quickly. And maybe you could start multi-classing after a while to keep it the Xp gain interesting.

 

The monsters could also get health and special effect armor bonuses but I think you could achieve a level of higher difficulty just by increasing the number of monsters that spawn.

 

This sounds like a fun game design project :)

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The game could add more dangerous options in the monster special abilities the further you go. Auto surges, auto +hearts, add defense dice, bonus health, etc. Even when maxed on XP the equipment somewhat gets better as the more that show up the more you get to comb through in a sense. I wouldn't prefer a deeper dungeon to replace the 6 as I like the length though. Yes sometimes it feels too short but then I get to try another character/class combo. Maybe add another option to normal and hard, "Delving Deeper". They would have to ramp up difficulty quick or I think it would get stale early on. Or limit you on hero selection..

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I finished my first run through of The Delve yesterday and had a blast.

 

I played through as normal to test out some new classes like the Conjurer. The Conjurer can produce mirror images that are to be treated like a Hero. So when a monster activated and it was described to attack the closest hero, it was usually one of these mirror images because of my positioning.

 

I felt this made it a lot more easy. Did anyone else have the same experience?

 

 

After finishing my Delve run I was confused on why it had to end. I'm playing this for it's Rogue Like experience which means I want to see how far I can get.

 

Why not start with a Normal difficulty encounter and as you progress the encounters get harder and harder until you completely wipe. For me this sounds more interesting, challenging, rewarding, and appropriate. It seems do-able as well if all the encounters are generated randomly. Why have a set 6 encounter scenario if there is no "story".

 

I'm Curious how others feel about this issue.

 

I still don't quite get why you don't just play on hard mode then...

 

You want to see how far you get and want stages that are harder than the last stages on easy(normal)? then just play hard mode. I don't really see how this mode profits from being even longer (more stages) . To achieve a tougher challange, the difficulty shouldn't ramp up longer, but start at a higher pace in the first place, so just play it on hard.

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I still don't quite get why you don't just play on hard mode then...

 

I think you've missed the point of the original post...

 

Irrespective of whether it is set to Hard or Normal mode, the point would remain. BiscuitToes wants to keep going, level after level to see how far they can progress.

 

Much like in a Rogue-like game - you will inevitably die ... the challenge is to see how far you can get in any given attempt.

 

For example, in one Delve you may only make it 3 stages in, but in a subsequent you make it 9 stages or more...

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