Pano
Well-known member
During Friday’s stream, Tolero mentioned that the team is working on some Reaper changes. If those changes involve rebalancing difficulty, I’d like to suggest a shift in approach for high Reaper levels.
Right now, difficulty scaling often boils down to “you deal 10% damage while mobs deal 1000% damage”, which feels more like a boring numbers game than an engaging challenge. Instead of simply inflating stats, why not introduce more strategic mechanics, reapers, and champions?
Here are a few ideas:
EDITS - more ideas:
Right now, difficulty scaling often boils down to “you deal 10% damage while mobs deal 1000% damage”, which feels more like a boring numbers game than an engaging challenge. Instead of simply inflating stats, why not introduce more strategic mechanics, reapers, and champions?
Here are a few ideas:
- Increased Enemy Spell DCs – Make mobs cast spells with higher DCs rather than just giving them absurd saves.
- Enemy Crowd Control – Encourage enemies to use more CC effects intelligently rather than just hitting harder.
- New Interesting Reapers - I love (read hate) the design of Vengance reaper, make some more interesting reapers and champions. Not just 'This champions has an unsavable DoT'
- Tactical Enemy Groups – Design mob packs with healers, buffers, and debuffers, similar to the setup in Pilgrim’s Peril.
EDITS - more ideas:
- fully invisible enemies that can be only manually targeted?
- enemies with life steal ability?
- cap the current reaper scaling on R7/8ish if implementing new interesting mecahnics?
Last edited:
Upvote
7