Hello
Patch notes have a very peculiar part about KO count on f1-30 of 100 floor deep dungeons and 1-100 for palace not increasing.
I dont think this change will bring a lot of benefit in terms of accessibility, but thats not the main point of the post.
For veteran deep dungeon players, one of the most common ways to enjoy deep dungeons past the solo titles is by climbing the official rankings - 'scoring' for short.
Of course as with every competetive gamemode, gaining an edge over others in even the smallest of margins is a high priority. That is why many score runners reset a lot of runs just to get a bit better rng (think of it as reseting minecraft speedrun worlds)
On the highest level, reseting is already tedious and annoying, so now to the point:
Imagine what happens when developers essentially introduce a 'save scumming' mechanic allowing you to reset each particular set of the deep dungeon (up to a certain floor). This basicly removes most decision-making skills, because you can just go again and gamble for better results.
Another issue with this is the fact that it makes it much easier to surpass scores achieved before this patch, which would diminish the achievements of players who honed their skill to the highest degree over the years.
So if you must introduce this change, please add a penalty to the score for each such reset or just keep the duty fail counter in the background for score calculation.
Also a suggestion, the biggest accessibility change that there is to be made in deep dungeon is bringing the sustaining potion / aetherpool changes from PT to HoH and EO
Continue reading...
Patch notes have a very peculiar part about KO count on f1-30 of 100 floor deep dungeons and 1-100 for palace not increasing.
I dont think this change will bring a lot of benefit in terms of accessibility, but thats not the main point of the post.
For veteran deep dungeon players, one of the most common ways to enjoy deep dungeons past the solo titles is by climbing the official rankings - 'scoring' for short.
Of course as with every competetive gamemode, gaining an edge over others in even the smallest of margins is a high priority. That is why many score runners reset a lot of runs just to get a bit better rng (think of it as reseting minecraft speedrun worlds)
On the highest level, reseting is already tedious and annoying, so now to the point:
Imagine what happens when developers essentially introduce a 'save scumming' mechanic allowing you to reset each particular set of the deep dungeon (up to a certain floor). This basicly removes most decision-making skills, because you can just go again and gamble for better results.
Another issue with this is the fact that it makes it much easier to surpass scores achieved before this patch, which would diminish the achievements of players who honed their skill to the highest degree over the years.
So if you must introduce this change, please add a penalty to the score for each such reset or just keep the duty fail counter in the background for score calculation.
Also a suggestion, the biggest accessibility change that there is to be made in deep dungeon is bringing the sustaining potion / aetherpool changes from PT to HoH and EO
Continue reading...