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Implement difficulty options and shorten Playa runs

Currently a successful dungeon run takes quite a long time, sometimes 30+ minutes. Previously, someone suggested tiered difficulties.


I propose that we kill two birds with one stone and shorten the Playa run time to 15-20 minutes, with successful runs unlocking a higher difficulty level (stronger/more diverse enemies, storm deals more damage, etc.) with better rewards (higher item drop rates, mining node spawns, rare resource node procs, etc.), similar to how Hades and other roguelites function.

The difficulty modifications could be discrete (e.g., tiers/prestiges) or custom (think the Heat system in Hades where you select any number/intensity of modifiers for a proportional increase to item drop rate etc.).

There are plenty of obvious modifiers (e.g., increased enemy stats) but the team could get creative with the modifiers as well (e.g., double bosses in boss rooms, add obstacles to the playable area to restrict movement, enemies gain an additional attack type, etc.) which would be quite fun.

Status: Cancelled4 comments

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Comments4

  • _blank0o

    •

    Aug 15, 2024

    I know y’all are working on that but in the short term I suggest a pay to skip option to start on S5 or S9, with different prices depending on how many skill levels you start with.

    Just imagine if you can start a run in a room with 3 portal options, for S1, S5 and S9, with an individual cost (as in paid by each player) associated to it, like 50 Gold for S5 and 100G for S9.

    And then for S5 and S9, you enter another room where you can pay a shared price (a single player will pay) to unlock a small, medium or big amount of orbs to LVL your skills instantly before proceeding to the level.

    • 25G for small amount of orbs

    • 50G for medium

    • 100G for big

    That would help burn a significant amount of gold and energy.

    Then the gold collected could be used to buy and burn low value resources in the AMM to maintain buying pressure and indirectly redistribute Gold to players who are starting out and only have access to those lower value items to increase their Gold stack.

  • Webb

    Team•

    Aug 11, 2024

    We’re working on something similar to this.
    Reduce the run length, create more variance in runs and also increasing difficulty

  • yolaEric

    •

    Jul 30, 2024

    @NaviKing I completely agree with this idea. Additionally, having tried out League of Legends Swarm Mode recently, I've found the quicker level-ups, intense monster action, and mini-games within the run to be particularly captivating.

  • Michael Mccallum

    Team•

    Jul 30, 2024

    Hello,

    Thank you for the feedback, a ticket already exists for this issue. I will link it here as well.

    Have a good day.