Dungeon Warfare 2

Dungeon Warfare 2

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ADV Jul 10, 2018 @ 3:16pm
DW2 split into 4 Tiers or difficulties.
I am concerned about the exploitative nature of DW2 over DW1. And the pressure on groqest to balance DW2 by nerfing individual traps is like putting a finger in the dam to stop the flood.

With the overwhelming amount of options the player has to succeed, I dont think DW2 can be balanced as it is.

So I suggest DW2 is split up into four tiers or difficulties. Each tier has a limited amount of features, as the tier increases so do the features and default map difficulty and layout.

Balancing will be easier at a 'tier level'.

Difficulties are locked until previous difficulty completed (per map or overall i dont know).

I would gladly wait and pay extra for this.

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Tier1 or difficulty 1 is just like DW1
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-Gems only payed out once per map
-New score minus old score equals exp point payout on map completion
-10 traps revealed (total of 10)
-Small selection of low level rarely payed out runes - no upgrades
-Limited mob types.

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Tier2 or difficulty 2
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-Gems only payed out once per map
-New score minus old score equals exp point payout on map completion
-10 traps revealed (total of 20)
-Moderate selection of runes - no upgrades
-Moderate Mob types.
-Low quantity Mid level items that match the current mob types - no upgrades
-Default map modification:
> higher difficulty mobs
> small strategic enhancement against player (actual map alterations)

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Tier3 or difficulty 3
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-Gems only payed out once per map
-New score minus old score equals exp point payout on map completion
-10 traps revealed (total of 30)
-High selection of runes - upgrades available
-All Mob types.
-Mid quantity High level items that match the current mob types - upgrades available
-Default map modification:
> highest difficulty mobs
> High strategic enhancement against player (actual map alterations)

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Tier4 or difficulty 4 *Nightmare*
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-Gems payed out every time
-New score minus old score equals exp point payout on map completion
-All traps and 'empower' enhancements available
-High selection of runes including uniques - upgrades available
-All Mob types plus Uber Mob bosses.
-High quantity High level items that match the current mob types - upgrades available
-Default map modification:
> Highest difficulty mobs
> High strategic enhancement against player (actual map alterations)
-Random handicaps as the waves progress
Last edited by ADV; Jul 10, 2018 @ 3:23pm
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Showing 1-4 of 4 comments
Groquest  [developer] Jul 10, 2018 @ 3:26pm 
Thank you very much for this. We're currently implementing something similar to this. We'll announce it when it's ready in a few days.
ADV Jul 10, 2018 @ 3:27pm 
Glad to help! cheers!
Klokinator Jul 10, 2018 @ 7:20pm 
This is a good idea. Infinite tiers and infinite scaling, combined with the Rune Mastery ability, leads to FASTER exp gains. Exp should eventually slow down at higher levels, but instead it's very easy to snowball into faster and faster levels until I can gain 1,500 levels on a single map while sitting back and doing nothing.
I can see where this is headed progress wise and i'm inclined to agree.
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Showing 1-4 of 4 comments
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