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A New Difficulty.

5 replies [Last post]
Sun, 06/10/2018 - 20:07
Goldentaile

I've played in lots of different play-styles. Bomber, Gunner, Swordsman, a mix of the two. All on elite, and I've never really had a challenge. The only times I've experienced difficulty was when I wasn't full 5* and during shadow lairs. Now missions are just not hard at all. Enemy attack patterns are very predictable and easy to kite.

I think they should add a new difficulty; Nightmare.

As I said above, enemy attack patterns are extremely predictable. In nightmare difficulty, all enemies will have brand new attacks and patterns. They won't have a health increase, just smarter, faster, stronger.

--New AI and Attacks Ideas--
New Mechanics make them stronger against swords
Construct Family

Lumbers - Charge Attacks has a slightly faster cool-down, and releases an explosion similar to Sudaruska's charge attack

Shufflebot - Have a new attack, they can fire a laser straight out of their eye, just like the turrets. It requires a lot of charge up however.

Retrode - Death Explosion will actually do damage, don't get too close!

Gunpuppies - Have a new attack that allows them to charge up a bullet and launch a pulsar shot, but travels even slower. If they are hit by a gun, then they will skip the charge up time and fire instantly.

Mecha-Knights - Will run from the player when low on health, and attempt to heal with a heal capsule, they can only do this once.

Fiend Family
New Mechanics make them stronger against swords and bombs, no changes versus guns.
Devilites - New AI -

Gorgos - New AI - Will stay close to one another, and only spawn in groups.

Greavers - New AI - When low on health will run from the player, and constantly release status-mist but won't launch projectiles, doing crowd control.

Trojans - Attack Faster, and can actively shield just like Mecha-Knights.

Silkwings - New AI - Will actively avoid players when it can, New Attack - On death releases a healing pulse.

- Slime Family -
New Mechanics make it
Stronger against swords, weaker to bombs

Jellies - New Attack - On death, the slime left behind will slow the player when walked in.

Lichen - New Attack - On death, spawns a Drop, amount spawned depends on size of lichen(Look at purple thing inside)

Polyp - New Mechanic - If its spikes hits a slime they are healed for a small amount.

Drops - Will Spread out from one another, making it harder to kill lots of them at the same time. Makes it easier for them to overwhelm the player.

- Undead Family -
--Stronger against Guns and Bombs, swords are still pretty effective--
Howlitzer - Can release an ear-piercing scream if you stay to close for too long, which stuns all nearby players.

Kats - Have 2 modes, Attack and Defend. During Attack, they will charge the player very quickly and constantly attempt to bite them, when below 50% health they will actively avoid the player and launch projectiles.

Phantom - no changes.

Zombies - Have a New attack that replaces their breath attack. They instead launch out a bullet which after it reaches it's max distance or hits a player, explodes into a small cloud of status mist. Their swipe attack also comes out much faster, punishing players who stay too close or get to confident.

Almirian Crusdaer - no changes

Deadnaught - Have a new attack, they can slam the ground and spawn 3 Zombies to protect him, cannot spawn anymore until atleast 1 has been killed, in which it can spawn 1 to replace that one that died.

Bombies - Don't release projectiles on death, Instead their explosion has more radius, and they do a lot of knockback. Be careful!

Scarabs - Are annoying enough, no changes.

- Beast Family -

Chromalisk - Fire their spit attack much more often, Keptolisks can use items stolen from the player, IE: using a stun vial and spitting it back at them

Wolvers - Will always stay close in their pack. When a Wolver is under 50% health they become enraged and attack much faster.

Bunnies - Hop around very quickly, very unpredictable where they will go. Attacking at random.

- Gremlin Family -
--Are more like players all around stronger against everything--
Thwackers - Can now throw status vials at the player and sometimes summon a WEAKER mecha-knight when under 40% health.(can only ever summon 1 per gremlin)

Mender - Can encase enemies in a bubble which reduces their damage taken by 25%.

Scorchers - AI fixed. Have a new attack, when in close quarters, will pull out a hot edge and start fighting melee.

Demos - Can place haze bombs.

Knocker- Attacks faster. Explosion is bigger.

NO changes to the rest of gremlins

-- BOSSES! --

Snarbolax - Has New Attacks and AI. Can do a rapid-fire Snarble-barb attack and his roar inflicts stun on all players. Has an attack where he teleports around and bites at the player.

Jelly King - Has New Attacks and AI. Can melt himself into goo on the ground which slows movement speed of the player and slowly does damage.
He can also Summon Jellies to his aid. When enraged he will throw slime globs everywhere which leave goo that slow down the player. His melee attacks
will come out faster.

Roarmolous Twins - Has New Attacks and AI. They no longer have to be hit by the other twin to be damaged, instead they have a whole new mechanic. While you can damage either twin at any time. they will have a bit more health. If you damage one twin more than the other, the other twin will get stronger. They can launch pulsar and catalyzer shots. They can also fire a missile which spawns a small shock mist on the battlefield. They gain these attacks over time.

Vanaduke - No longer, has the fire orbs around him. Can be damaged with swords easy as pie. Has a new attack where lines of fire come from both sides of the arena. His Smash attack will put lots of fire where he hits it(trapping players in a ring of fire), but wont spawn fire anywhere else. Can also launch a fire orb which sends fire projectiles flying all over the arena.

And Finally the Rewards

Nightmare Rewards

Drop rates of rarities are tripled in nightmare mode, orbs and crystals will be dropping like candy. You will see a lot more Golden Crowns Spawn as well. Equipment will also drop way more often. You will mostly be seeing 3* and 4* gear drops. when it happens. Bosses will drop 2x as many tokens as normal. You will either 6x tokens or 8x tokens when completing a boss run. Also bosses will have more crates in their final treasure room.

TL:DR, They should add a Nightmare difficult which adds new AI, Attacks, and maybe Mechanics to enemies and bosses to make them more difficult, but in a fair way.

What do you think?

Sun, 06/10/2018 - 21:22
#1
Flash-Flire's picture
Flash-Flire
eh

I think they should leave rarity drops unaffected regardless of difficulty, and add a mechanic that shows how many sparks you used completing a level, because if on a mission like Dreams and Nightmares or something you had a shiny gold medal and a 0x sparks sign, you bet that'd earn you some bragging rights.

Rarities are nice and all that, but being able to tell everyone "look, i beat all these really hard missions on this insane difficulty" seems like something a lot of people would do just so they can be "better" than other people.

Plus, people would just figure out an easy way to farm DaN in nightmare mode and then OOPS 150 rads per run

Mon, 06/11/2018 - 11:56
#2
Falminar's picture
Falminar

Er, you forgot to put a new AI for devilites.

Silkwings - [...] New Attack - On death releases a healing pulse.

...they already do that.

Scorchers - AI fixed.

seems legit

Roarmolous Twins - Has New Attacks and AI. They no longer have to be hit by the other twin to be damaged, instead they have a whole new mechanic. While you can damage either twin at any time. they will have a bit more health. If you damage one twin more than the other, the other twin will get stronger. They can launch pulsar and catalyzer shots. They can also fire a missile which spawns a small shock mist on the battlefield. They gain these attacks over time.

Note to self, never run Elite IMF again.

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A few of these sound less like you're trying to make them more difficult and more like you just want the existing ones changed altogether.

No comment on the actual concept.

Tue, 06/12/2018 - 04:39
#3
Zero-Chill's picture
Zero-Chill
meow

Don't know if you know this but it's already in the game under the name of "Shadow Lairs" where bosses have slightly more difficult mechanics and monsters spawn in more numbers in cramped places full of traps.

I like your way of thinking, however, some of these ideas are just insane like the modification to gremlins, I suggest adding an attack similar to FoV charge for the scorchers to use when knights come too close and that the knockers' explosion would get more bang. I like your suggestion of adding a slimy field upon the death of a slime cube where any knight that walks in will be slowed down and have a slimes aura for some time. I think these particular ideas should be planted in the game in all difficulties.

I suggest that the current monsters not behave differently, but rather become stronger for example, the retrode beam could get more range and the kat dash can go even further and turrets would never stop shooting or have a very short cooldown period, etc...

I think that that would be much easier to code and will still pose a greater challenge than all the other difficulties. Another idea is to make monsters appear in more numbers, but that could be just chaotic.

I'm not saying that I don't like the idea of having new AI, but what I'm saying is that we could still have some challenge with the least effort. There would be no emergency revive in nightmare mode too to make it even more challenging.

Also @Ze-Epik, do you really think one must farm for a whole day or two to heat just one 5* item? This system isn't even fair or balanced, it's only there to encourage players to buy radiants but they would rather leave their gear unheated. And I only know one sole person who buys radiants. The game is ridiculous when it comes to fire crystals' prices, if they went down I would see more people buying them. Which would benefit GH.

Wed, 06/13/2018 - 00:18
#4
Flash-Flire's picture
Flash-Flire
@Zero-Chill

I didn't say the drop rates were balanced, I'm saying that you shouldn't have to play a devilishly hard game for more of them.

Wed, 06/13/2018 - 03:28
#5
Zero-Chill's picture
Zero-Chill
meow

@Ze-Epik

You ever heard of the "high-risk, high-reward" concept?

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