Some dungeons have good designs, but others… needs serious tweaks to make it desirable at the very least.
Note, this is somewhat an exhausive list of ideas that I came up:
Summary
Abyss of Demons:
After its rework, the TRoom remain untouched other than its spriting. While Vit does make a huge difference for IC/OoC, the chance of TRoom appearing was rather… somewhat pitiful in contrast of UDL, where TRoom appears quite often.
From this issue, I would make the chance Abby’s TRoom appears on par with UDL’s, meaning it would be worth it to look for one.
Cursed Library:
If you happened to soloed Avalon and cleared TRoom, you are guaranteed to walk out with 2 Vit and 1 Wis (and 1 Attack if possible) on your hand. Though there is one particular issue when it comes to TRoom, its pathway is extremely narrow, just 1 square wide when you need to back off especially if you get hit by Cursed + Sicken.
From such issue, I would change its width to 2-3 squares wide to make it easier to back off.
Tomb of the Ancients:
Firstly, activating all 3 bosses at a time is rather… dirty AND dangerous. And beside, some foes does not appear until you get close to them, just like before Abby got reworked.
This one, needs a phat tweak.
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Firstly, foes should appear regardless hiding in a corner or not. The last you want when rushing is getting jumped by a Jackal Lord and its minions.
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Second, the Paralyzing, AB, Slow turrets seriously needs to go.
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Third, Quicksands on their chamber needs to go as well. The last you want is getting trapped by Quickstand and getting AB’ed (Armor Broken, even when the past tense of “Break” is “Broken”, not “Breaked”) + Paralyzed by Nut when she is raging and bunch of shots coming towards you.
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Fourth, the Worshipping Priest(ess) who are guarding the Sarcs shouldn’t be even inflicting Weak. Literally, it’s just annoying.
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Fifth, for god sake, get rid off their rage phases, it’s literally anti-melee.
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Lastly, to tackle the “Dirty Tomb issue”, the 1st shot you land on one boss, it will activate him/her and the others will still circle around their chamber but in Invulnerable and won’t attack. You won’t be able to activate and attack others until the previous boss is killed.
Wine Cellar (aka Oryx 2):
There are couple phases that are just… not well designed.
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Phase one (Where he fires out his phat Shotgun that can kill anything): Get rid off his minions, last thing you want is getting Confused by them and eats his phat shotgun.
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Chase Phase: O2 himself will no longer be immune to Slow when chasing other players. Note, he will still inflict Slow as it is now. Retains its Stun and Paralyze Immunity during this phase.
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Sun Phase: Sun Explosion, its Bullet’s damage and the number of shots gets reduced. This is to encourage more players to tackle Sun Phase yet won’t be cheesable. It will still punishes you for bad dodging, but not severely as it is right now.
- Explosion’s damage: 250 -> 200 Armor Piercing damage
- Bullet’s damage: 100 -> 80 AP damage
- Numbers of Bullets per Sun: 5
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Dance Phase: Maybe remove his 200+ damage AOE bomb? The Bomb Element will be there as before.
Deadwater Docks:
Seriously, the Crab shouldn’t be even breaking through walls. Or make it at least it can be Slowed.
Ocean Trench:
Foes should be appeared regardless what angle of vision you are on. Nothing else to say.
Dungeons that contains Treasure Rooms (UDL, Snake Pit, Abby, Ancient Ruins, Manor, Sew, DDock, WLab, Puppet, CDepth, PChamber, Tomb and 3D except Lost Halls):
Who hates to see a dude doesn’t call for it when there is one? It does makes sense to be selfish as only 2 dudes gets pots except… a bit too much here?
To tackle this, there will be a pink dot on the mini map where potential TRoom could be at, just like in Lost Halls where you pick up 3 flames to activate the Titan.
- Ideas are good, though some can be improved even further.
- Ideas are great! Exactly what we needed.
- Ideas are meh, but can be improved.
- Nah, don’t implement them.
- Something else.
- Unsure
- No opinion.
0 voters