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Progression changes


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I suggest adding a new frenzy level and splitting progression into two categories: Hunter and Elite Hunter. This might help filter matchmaking and also make it easier for players to undergo a more natural progression in the game.

(Hunter rank; assume that each level just adds to the previous one.)

  • Standard: no modifiers
  • Frenzy 1: stronger rots (I), imbued rots appear, more loot (I), more aggressive rots (I), miniboss equipment on the market
  • Frenzy 2: larger spawns/encounters, stronger rots (II), more loot (II), reviving costs health, rare appearance of large imbued rots (basically Frenzy 1.5 if basing it off the current version)

(Elite Hunter, title unlocked after finishing at least Frenzy 1 in all areas; enables progression to Frenzy 3–4 after Frenzy 2 is cleared.)

  • Frenzy 3: more loot (III), better rare loot drop rates (I) (from encounters and the clearings/spring ports), rare appearance of standard rots, common appearance of imbued rots, common appearance of large imbued rots
  • Frenzy 4: stronger rots (III), more aggressive rots (II), better rare loot drop rates (II), rot minibosses spawn

I actually don't know what "More Loot" means in the exploration menu, but I am assuming that drop rates and monster spawns are two separately adjustable values.

Masteries change: increase the amount of core rewards from higher frenzies from 4/4/4 to 4/4/6/8

Lastly, Elite Hunter frenzies might be an opportunity to introduce new and unique rots (beyond just adding the minibosses and large imbued rots) to somewhat add something fresh to the runs AND additional/extended biome bosses' movesets. At the moment, the bosses are kind of underwhelming at higher frenzies because they don't feel different from standard to F3.

P.S. Since I don't want to create a separate topic for this: An NPC/trader running an in-camp market might help progression too, where they will be willing to trade your lower-end materials for rare drops; and their offers/stock change after each run.

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Just necroing this thread since the idea started here anyway.

On 4/28/2024 at 5:56 PM, molivious said:

I suggest adding a new frenzy level and splitting progression into two categories: Hunter and Elite Hunter.

Going back to this, I guess we're getting split progression once Super Frenzies are introduced. And with everything getting scaled up as soon as you step into F2 there's no need to add newer in-between frenzies either. 

However, I still think it would make sense for hosts to be able to control those who can (randomly) enter their rooms so that newbies won't be easily joining high-ranked/frenzy lobbies in public and perhaps vice versa.

On 4/28/2024 at 5:56 PM, molivious said:

...additional/extended biome bosses' movesets. At the moment, the bosses are kind of underwhelming at higher frenzies because they don't feel different from standard to F3.

Expanding this further, I came up with a few "harder difficulty" changes because I had nothing better to do. Think of Monster Hunter, where monsters learn a new thing on top of simply getting numbers adjusted in higher ranks.

--- Minibosses ---

Groak

  • Now drops stalactites from the ceiling when he does the ground pound move (in random areas rather than fixed like Enigmox's). These stalactites have a good chance of spawning imbued mothballs.
  • After chewing something, shoot or spit the players/monsters they caught like a cannon which will then cause additional damage if they collide with something else.

Floracrane

  • They can now swiftly do their poke dance (the one that summons poison pools in front) twice in a row in opposite directions.
  • Floracrane dive has larger AoE and receives a buff that players lost: may hit the same user twice.

Gourdo Twins

  • Both of them can now summon their own seeds separately.
  • When one Gourdo is jumping around, the other will now initiate a charge attack for a short duration; and the charging Gourdo can change direction (including left to right) depending on their target's location...like the Minotaur from Hades if anyone's played that. Or they can both start charging at the same time, too.

Yammo

  • They can now heal back some damage after their single-handed swing (like Yammo punch) lands, forcing players to not just ignore the beets.
  • Their overhead 2-handed slam now causes a shockwave which deals additional damage in an AoE.

Other ideas/comments:

  • Evolved rots like Greater Yammo and Floracrane learn moves from players in higher frenzies, so Floracrane learns how to Drill spear and Yammo learns the hammer's Lariat spin. And Groak there already learned how to shoot his "gum" like a cannon/striker. Adding new moves will definitely be more exciting than just modifying their base moveset but I understand that it's easier said than done (more animations, more testing, more problems).

--- Bosses ---

All boss rooms now automatically attract/spawn rots (including elites) in waves. No more empty 1v1/4v1 boss rooms. Chaos is challenging, chaos is fun.

Mother Treek

  • Also summons bombs or spikeballs around her everytime she puts up her tentacle shield. The bombs should be just out of range to avoid damaging herself, of course.
  • She starts with "fast" tentacle movements from the get-go (which previously happens at 50%). In rage mode, players will always be followed by the spike tentacles (the ones she spawns where you stand to impale you with), but still enough interval to revive another.

Owlitzer

  • She now goes center when she summons spikeballs, and right after summoning spikeballs she does her wind blast that pushes everything to the edge.
  • After she does her sky-bomb, she combos with her claw strike (the rage version). 

Additional comments: This will certainly make her more annoying to fight since there are smaller openings, but maybe that should be the goal? I feel like all bosses should be equally difficult no matter their biome appearance by the end, the same way a player can fortify all their gear endgame no matter what biome they came to equal levels. That includes their biome-specific damage and defense modifiers.

Enigmox

  • After her "walking bite" attack, follow up with tail swipe like her usual claw attack.
  • Her clones now deal normal damage, but still squishy

Swarm

  • In addition to splattering acid around her while spinning her scythe, shoot poison projectiles as well (like the Power "Shrapnel") which will drop poison pools on hit
  • Its dash attack leaves a trail of poison and its rage mode "scythe-dive" leaves a large pool on the impact zone.

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