Knights of Pen and Paper 3

Knights of Pen and Paper 3

View Stats:
chuntan May 26, 2023 @ 9:39am
Returning Suggestions
I decided to dip my toes back into the game, so to speak, after a decent break to see how things have changed. Unfortunately, not much has. With that said, I wanted to put together a list of some glaring issues I still find with the game, without re-hashing what others have said.

Ingot System - Completely useless. Currently, you can only use ingots to finish off or completely level a weapon. If you can't do that with the 5 or slots available, you can't do anything with them. The system would make far more sense if you could both insert more than 5 Ingots at a time AND have the ingots apply experience on a weapon, even if it doesn't give a full level. The UI could change from the existing 5 ingot slot to select which kind of ore you want to use, and then a sliding bar for how many of the ingots you want to use. You could then see the price fluctuate, as well as how much XP is being given for X amount of bars. This would drastically help in leveling weapons, and make seeing trash items (which is 99% of drops) not so painful knowing they at least can be used to level your weapons a bit.

Dark Dungeon - I appreciate that some of the bugs in this mode were addressed, but the mode is still missing a lot of meat, so to speak. Better, more diverse, drops would be a decent starting point. Additionally, allow us to revisit previous floors if we feel we've delved too far. Given the drastic level/difficulty difference between anything in the open world and the deeper levels of the Dark Dungeon, it can very easily feel like you've gone too far and feel stuck.

Dark Dungeon Mob Scaling - Brought this up in a post a while ago, was told adjustments would be made, but it doesn't look like it has. My specific issue with the Mob scaling isn't necessarily to do with the HP/Damage scaling, which to be frank, is way disproportionate. The mobs have tens or even hundreds of thousands of hit points each, and deal just as much damage You're forced to cheese poison mechanics and repeatedly run the campaign to get multiple 90% damage reduction trinkets to even remotely have a chance. That being said... it IS possible... but what's not so possible to deal with is that the debuffs the mobs apply also are scaled way too hard. Having 250 poison apply to all party members in a single turn from a single mob... there's not a whole lot of strategy that can be used to subvert this. You COULD use the three ice orb combo that reflects spells on every character, but that both shouldn't be necessary and is nearly impossible to get 15 ice orbs which brings me to...

Orb acquisition - There needs to be way to acquire these orbs outside of the small chance in the chest on some floors of the Dark Dungeon. If they're also going to be this rare, please let us remove the orbs from weapons without destroying the orbs.

Gold and XP requirements - Others have mentioned this, but I agree that the gold and XP acquisition rate is pretty abysmal. Even at floor 80 of the Dark dungeon, fighting busted mobs, I get 1400 gold a fight... and leveling a higher end weapon costs ballpark 200k . Please let us sell our trash drops OR smelt them to ingots. XP scaling isn't as big of an issue, as leveling does essentially nothing and there's nearly no incentive, but the XP curve should be a little more smooth.