#67 Rebalancing the Demonic chest

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opened 3 months ago by eugeneloza · 1 comments

Well, the Demonic chest "as it is" is practically indestructible due to enormous amount of spawns. This issue might have concerned all the spawners too, but Wisp and Necromancer move and therefore will eventually get into line of fire, unlike the Demonic chest. Moreover, their spawns are not so devatating :) That what makes Demonic chest special :) but unbalanced.

So, I tried to rebalance it a bit. First I nerfed the Crows, so they are not as catastrophically tough as before:

attribute_prev = (0,1,2,2,1)

Giving them zero max_lp makes them die in one hit, which is not a very good idea and reduces the thrill. "1" makes them die in 2-3 hits (not in 3-7 as before), which looks fine for me and makes them actually killable while still posing threat.

Next, was rebalancing the Demonic chest itself, as it spawned Crows much faster than the player could actually kill them (i.e. one Crow per turn, while it takes ~5 turns to kill one).

ability = {'range_shoot' : 50,
'spawn' : (15,12)}

I.e. reduced the spawn rate from 80% to 15%. At this rate the chest still spawns a lot of Crows and makes up a really nasty opponent, but is actually killable.

Fighting the Crows requires very careful strategy to provide 3-4 steps between them and the player character, but requires advancing forward to attack the chest itself. Sometimes requires fleeing if overwhelmed. Really nice and diverse, there is no single win path, requires thinking and planning and still winnable.

At these values the chest becomes killable at lvl.14-15 (maybe earlier, that were the levels at which I started experimenting) which looks nice. Still poses a decent threat at lvl.17 and requires some luck to take down (and of course, carrying a back-up weapon).

The only problem here is the case, when the Demonic chest is spawned in the very same room, as the entrance. In this situation the chest might be either overpowered, if it spawns the crows which the player cannot avoid, or very inefficient if the player can get in line of fire and the Demonic chest will try to attack instead of spawning minions.

But practically, the best idea is to keep the starting room of each dungeon clean, as both kobolds and any other boss-like stuff (Wisp, Necormancer, Demonic chest ) can be extremely disastrous when the area cannot be handled by the player. I've written about this at GitLab forum some time ago. Especially catastrophic "unclean entrance" is in Grotto/Orcish Mines when it is actually impossible to enter the location due to being simultaneously attacked by a dozen of enemies (including shooting ones) from all sides and forces the player to enter/exit/enter/exit/enter/exit until there are not so many enemies around and the character can handle their number.

Well, the Demonic chest "as it is" is practically indestructible due to enormous amount of spawns. This issue might have concerned all the spawners too, but Wisp and Necromancer move and therefore will eventually get into line of fire, unlike the Demonic chest. Moreover, their spawns are not so devatating :) That what makes Demonic chest special :) but unbalanced. So, I tried to rebalance it a bit. First I nerfed the Crows, so they are not as catastrophically tough as before: ``` attribute_prev = (0,1,2,2,1) ``` Giving them zero `max_lp` makes them die in one hit, which is not a very good idea and reduces the thrill. "1" makes them die in 2-3 hits (not in 3-7 as before), which looks fine for me and makes them actually killable while still posing threat. Next, was rebalancing the Demonic chest itself, as it spawned Crows much faster than the player could actually kill them (i.e. one Crow per turn, while it takes ~5 turns to kill one). ``` ability = {'range_shoot' : 50, 'spawn' : (15,12)} ``` I.e. reduced the spawn rate from 80% to 15%. At this rate the chest still spawns a lot of Crows and makes up a really nasty opponent, but is actually killable. Fighting the Crows requires very careful strategy to provide 3-4 steps between them and the player character, but requires advancing forward to attack the chest itself. Sometimes requires fleeing if overwhelmed. Really nice and diverse, there is no single win path, requires thinking and planning and still winnable. At these values the chest becomes killable at lvl.14-15 (maybe earlier, that were the levels at which I started experimenting) which looks nice. Still poses a decent threat at lvl.17 and requires some luck to take down (and of course, carrying a back-up weapon). The only problem here is the case, when the Demonic chest is spawned in the very same room, as the entrance. In this situation the chest might be either overpowered, if it spawns the crows which the player cannot avoid, or very inefficient if the player can get in line of fire and the Demonic chest will try to attack instead of spawning minions. But practically, the best idea is to keep the starting room of each dungeon clean, as both kobolds and any other boss-like stuff (Wisp, Necormancer, Demonic chest ) can be extremely disastrous when the area cannot be handled by the player. I've written about this at GitLab forum some time ago. Especially catastrophic "unclean entrance" is in Grotto/Orcish Mines when it is actually impossible to enter the location due to being simultaneously attacked by a dozen of enemies (including shooting ones) from all sides and forces the player to enter/exit/enter/exit/enter/exit until there are not so many enemies around and the character can handle their number.
eugeneloza commented 2 months ago
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Yes, those settings feel fine. The chest is still very powerful and dangerous, but practically killable.

Yes, those settings feel fine. The chest is still very powerful and dangerous, but practically killable.
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