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Nane09

(Feature Request) Difficulty Modification

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Hi, this post is describing a feature that I believe would improve the game if implemented. 

Why does a new system need to be added?

Grinding the same map over and over again for the best possible rewards can get tedious after a while, you begin to learn how the map works and you master, and trivialize its content. For instance, the grind for a transcendent soul focuser becomes boring and unchallenging for a player that has completed the map a dozen times. And for players who want to level their characters, they can spend several hours on promenade survival building the same build, using the same strategy and getting the same reward of a few million xp per character to fill a massive level bar. After completing their goal of getting to a certain level, or getting a high quality variation of an item, they will see the map as tedious and played to death. I have played thousands of hours in the Dungeon Defenders franchise and have realized two things, one is that the game has some of the most rewarding loot in any game I’ve ever played, and the other is that you are given these rewards after spending a random, and often lengthy amount of time on certain maps.


 

What could this system be and how would it work?

I believe a system similar to Diablo 3’s rift system could improve Dungeon Defender’s already great loot grind and make it even better. The developers could implement a feature upon completing a campaign or survival map on massacre that would allow the players to increase the hp and damage of enemies by increments of 10% that would in turn reward the player with 10% more xp, gold and a higher quantity of loot. Imagine playing Alchemical Labs on massacre at 50% increased difficulty to have a 50% chance of getting a second soul focuser from the end of map chest. This would make leveling and gearing your characters faster if your strategies and builds were good enough.


 

Why would this improve the game?

A system like this would reward the skill of the player not the amount of time spent by the player. This would also make every map a viable option for farming xp and gold. It would benefit both the hardcore players who want the perfect gear, but still a challenge and the casual player who might be really good at the game, but cannot spend a large portion of their day grinding. A feature like this would add another layer of player competition, there could be a leaderboards system like in DD1 that would show the highest difficulty percentages that players completed a map on. Streamers and Youtubers would also have more content to create videos about. I believe that if this, or something like this were added to the game it would be a massive improvement to the grind of end game content, give the community more to discuss and share videos about, and it would make the game a whole lot more fun.

 

 

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I think the reason why this wouldn't just work is due to the differing max DU per map, the number of opened portals, areas to defend, monster spawns and so on.

If Ancient Mine would simply drop the same stuff in Promenade/Summit, people might not even bother playing on those maps anymore and just stick to Ancient Mines where there's no Wyvern and no Copters too(NMHC perspective).

But yeah, I get your point. Just pointing out my take on this too. However, this would indeed increase the diversity of map being run and not just a few being spammed.

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I did not explain the gear rewards portion well, you wouldn't get better gear by doing this, just more. Glitterhelms, prom and summit would still be the best maps for loot, but I definitely see what you mean, people would grind ancient mines on 2 and 3 times the difficulty for more xp and gold. When it comes to the gear you get, the quality would still remain, but there would either more gear there drops, or more gear that spawns near that cap. This would make it easier to min max your gear. If a system like this would be too complicated to develop, then I think that doing some of the other things would still be a great addition. The biggest grind in the game right now comes from xp farming and from chest rewards, so if they added this and made maps give more xp and more things that come from chests, then it would be a great addition in my opinion. 

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Chest Rewards isn't an issue right now with the introduction of START FROM WAVE option. Also, in terms of gear drops, until they remove the floor cap of 40ish items during Combat Phase, it stays relatively useless. The cap is probably due to processing issues on their part, on that I'm not so sure. But items do disappear on the floor and get replaced by higher Item Power(dunno if that was changed with the latest patches). So until the cap is changed, the "more gear drops" won't be noticeable. There might be more chance of getting higher item power though on that aspect since if there will be more gear drops > more items will be replaced with higher IPWR.

 

A change in something should also change something within their system. It's a cascading effect :) But still, I'm all out on support for this. Any variation is a variation that is welcome for the game to not become stale as quickly.

 

If I may, my own suggestion would be that..

1. Finish Alchemical Laboratory in NMHC Survival Wave 25

2. Go for Raining Goblins

3. Slider for MODIFIER BONUS dependent on Survival Wave finished and on Difficulty.

So what happens is, even though you only have 5 waves. You start as if you're on Wave 20 of NMHC Survival of the same map. So loot table/Item Power would be on par with that, and so on. That might help give more/better drops. That will also take into consideration that they don't need to add anything specific. It will just mimic the Wave strength, loot multiplier/table, all the while still keeping the DU maximum. This would also make it so that they already have a basis and won't need to make anything at all.

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I think that although we don't agree on the execution, we share the same belief that an optional feature that increases the difficulty of a map while offering rewards that aren't necessarily better than the regular game just more..... rewarding, would really benefit the game. Ultimately it would be up to Chromatic whether a feature like this is added and what it would be. Some of the ideas that I have might not be possible in the game, something like a higher quantity of ground drops would probably lag the game terribly even if low power items disappeared.  I just hope that someone at Chromatic sees this and considers adding similar features to what we have suggested, I think that would be really cool.

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