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Dark and darker: Casual Balance Opinion
To begin, I want to acknowledge that I'm a casual player, and this is the early access phase, providing an excellent opportunity for making significant changes and observing their impact.
Here are my proposed adjustments:
1, Unified Lobbies: Eliminate the separate 15+ and lower-level lobbies, and instead, place all players in a single queue. In the long run, this could help sustain the player base, especially if the game becomes more of a niche title.
2, High Roller Variants: Introduce high roller variants for all maps and remove high roller Game Coins (GC) from the low roller queue.
3, Gear Tier System: Implement a tiered gear system:
- Grey gear serves as the baseline with no attribute bonuses.
- White gear provides +1 attribute bonuses.
- Green gear offers +2 attributes, and so on.
- +1 to all attributes should only roll on purple gear.
- +2 to all attributes should be exclusive to legendary and unique gear.
- Unique gear should offer game-altering abilities.
- Limit the number of equipped unique items to one or one weapon unique and one armor unique.
4, Merchant Gear: Merchants should sell grey gear of all variants at affordable prices to encourage experimentation and build diversity. White gear should be readily available. Green gear can be sold on rotation, and occasionally, a few random blue pieces. More rare blue and purple gear options can be obtained from rotating event merchants.
5, Low Roller Lobby: In the low roller lobby:
- Increase gear drops (grey, white, green, blue).
- Remove purple, legendary, or unique drops.
- Decrease treasure drops to prevent excessive wealth accumulation.
- Capes, rings, and necklaces can only be obtained from boss mobs in the low roller lobby.
6, High Roller Lobby: In the high roller lobby:
- Lower the buy-in cost to 30-40 Dark and Darker gold.
- Primarily offer treasure drops.
- Gear drops should be less frequent but usually higher rarity (purple).
- Legendaries should be obtained from bosses and occasionally from larger caches.
- Uniques should only drop from bosses and be very rare.
- Capes, rings, and necklaces can be acquired from any source but are even less common.
7, Gear Restrictions: Prohibit gear obtained from high roller lobbies from being used in low roller lobbies. Low roller and merchant gear can be used in either lobby. This reduces the "gear differential" and mitigates pub stomping. Players can still optimize their low roller gear for an advantage but won't overpower grey/white geared opponents.
In summary, these changes aim to maintain a satisfying gear progression system while placing more emphasis on in-game drops rather than relying heavily on merchant purchases and the trading post. The inclusion of higher rarity drops can still provide the thrill of discovery. Early balance adjustments are crucial to the long-term success of the game, and addressing these concerns before a Steam release is vital to prevent potential review bombing and ensure a strong start. Let's keep this discussion constructive and work towards improving the game's experience.
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