Tales of Maj'Eyal

Tales of Maj'Eyal

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Inifite Dungeon Difficulty
Is there any particular reason why the Infinite Dungeons difficulty has such massive spikes in it?

I have yet to encounter a challenge in the infinite dungeon. Battles are either a pushover or instant unavoidable death. For example...

I was level 6 on the seventh level of the dungeon. I ran across a gold chest. I weighed out the risks and decided I was in a good position to get that loot. Opening the quest spawned four creatures. Of the four... 2 were level 4 and no threath. 1 of the remaining two was level 5 and would take a few hits to kill it, but still no problem. The final creature... was a level 35 Boss. It instantly hit me for 252 damage which even with a damage shield I had only 230 some health.

I don't understand why the difficulty is like this. I'm totally ok with creatures being too much. I've played countless games and tons of roguelikes so I'm not too proud to realize I need to flee like hell. But in this inifite dungeon mode... there doesn't seem to be a chance. I was playing on the standard game mode where you have like 3 extra lives... I burned all of them instantly when I left the ghost plane and returned to my body. It wasn't a challenge and it wasn't fun. It was mathmatically impossible to do anything but lose the game.

I've noticed that its like that for any event that you have the option to do in infite dungeon mode. Gold Chests, Locked Rooms, those Pedestals. Everything. I don't understand why the difficulty has such a huge leap. Am I missing something here?

I mean if they want to make it be something that is almost certain death for me... thats fine. Toss a level 12 or so against my level 6, but level 35? The thing had about 3,534 health. I couldn't kill that thing if I got 500 free turns before it could react.

So honestly... am I missing something here?
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Showing 1-4 of 4 comments
Kelp Jan 20, 2014 @ 4:41pm 
ID is all about being careful. And I mean insanely careful, until you are 100% sure you can deal with anything. In order to help with this, ID has a higher flat experience rate, unlike the campaign that slowly depletes in xp gain rate.

Chests and Vaults are almost a 100% chance of death at such a low level, and should generally be avoided.

But yes, ID's scaling isn't perfect. (Try a weaker early-game melee, and cry against early-game spiders.)

I'm going to guess the reason why insane level gaps like that can happen, is because ID loads up all of it's npcs at the start (which accounts for it's loading time, amoung other things) while other maps will usually limit that by only loading a few npc files, and as a side-effect, greatly limiting the threat from chests and the like.
I'm alright with being careful, but its somewhat impossible to be 100% sure you can deal with something when you can't be sure if you'll fight something proper for your level or something so vastly beyond your ability you should just quit.

I can do fine in the campaign game. I still die but its normally from being stupid or getting cocky. I rarely feel like my death was unfair in campaign mode.

The first time I played inifite dungeon I ran into the situation where you find three pedestals. The ones that each time you look at them they summon a creature in and you battle it. Then when you activate all three a tougher enemy shows up. The first pedestal was a tough fight but I could handle it. The second was the same. Third was the same... then the boss guy showed up. I think he was level 43. I was on the third or so level of the dungeon. Its horribly unbalanced.

Or do these encounters not scale? Are they always set to be such high levels? So for instance will its be a level 25 to 45 creature regardless if I'm on dungeon level 3 or dungeon level 800?

If they don't scale then I'm ok with it... kinda... because that means that you can just ignore them till you're extremely powerful, but if they do scale as you go down... then it seems just about impossible for most race / class combos to ever deal with these encounters.
Kelp Jan 20, 2014 @ 5:38pm 
The issue with stuff like, as you've said, Bringer of Doom, is ID has no actual 'max' level cap, unlike normal zones. Always best to avoid, or to only trigger if you can easily reach the stairs.
Just seems to take a lot of the fun out of Inifinite Dungeon mode. They should have some form of level cap tied to the dungeon level.
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Date Posted: Jan 20, 2014 @ 3:41pm
Posts: 4