Raven wrote: I'm gonna be an old curmudgeon here, and post my opinion before I go chase kids off my lawn with a stick.
I very much am interested in and respect your thoughts on it!
Raven wrote: I don't like the name, in particular. It implies punishment. Hell is a place you go when you are bad. Hell is damnation. Hell is retribution for wrongs you have done.
The original suggestion was "Hellish" I believe which is better, it implies it is very very difficult but not actually Hell. Not sure if that makes a difference.
Raven wrote: And it STILL doesn't take good teamwork into account.
Well, I do disagree a bit. The idea is that somebody with a Rare/UR build will do fine in Normal with no teamwork, will need some teamwork for Hardcore, and really good teamwork in Nightmare. So the expectation is that you should choose your difficulty based on your team, your skill, and your equipment.
The scaling within each level will help alleviate the problem of the vast range of players in a category. You can have two players with full Rare builds with very different stats based on which rares they have. Or two players with all rare and a few Relics... but which relics?
Raven wrote: If you've got a great team, but lousy equipment/stats, then the scaling could actually make the dungeon even easier for you.
Yup, but perhaps the best teamwork and best skilled players with a mix of common/uncommon/rare can barely pull off Nightmare. If you think your teamwork is so good that Hardcore will be too easy then you have that option.
Raven wrote: If you've got great equipment to compensate for the fact that you play in PUGs with folks who you barely know , you might get screwed over (or screw your party!) - by bumping the stats into a higher difficulty bracket than your group can handle.
Today Lazlo and a bunch of newbies might be able to get through Nightmare just because of his individual skill and powers. But with this proposal (making the base for Nightmare harder and scaling due to Lazlo's gear) he probably couldn't. Again, if you have no teamwork, even with great tokens, then you'd better drop down a difficulty.
Today, if I decide I can't do Nightmare because of my poor team, so I do Hardcore, but me and a few others are really "leveled up", then Hardcore will be too easy. In this scenario Hardcore will still be harder than it would be for a group of newbies which seems more appropriate.
Raven wrote: Please. No "Hell" level.
Make Nightmare Harder. Make it a Nightmare again (something like True Grind's "Hardcore" level where even groups who work well together have to push themselves, and/or expend consumables to make it through alive.)
I think the scaling idea works regardless of whether we add a Hellish level. In fact, it might be the only way we could keep up the difficulty without adding a Hellish level.
With only three difficulties and no scaling and the continuing power creep I don't see how we can keep the game challenging for every player.
Here is an example with the Ranger:
Base Lv4: 1 / 1/13, 3 /2/13, 24HP
Purp Lv4: 11/ 7/23, 8 /2/24, 24HP (UR when possible, or rare, 2013-2014 only)
2014 Max: 14/12/34, 15/6/35, 34HP (focus on AC, max treasure)
2015 Max: 18/16/36, 15/6/39, 34HP (focus on AC, max treasure)
So a basic Lv4 Ranger will do about 10 melee damage per round (if both hit) with +1 to-hit and an AC of 13. In 2015 a maxed-out ranger will do 56 damage per round with +12 to-hit and an AC of 36.
So, completely ignoring skill and teamwork and to-hit bonus (which are all very big), the maxed-out Ranger is doing almost 6 times the damage each round, and is much harder to be hit.
So if you make the Nightmare monsters have 6 times as much HP as Normal, then what do you do with Hardcore? Three times as hard as Normal? A Rare/UR Ranger with recent tokens can do 28 damage each round, and 23 AC, so that sort of works. But then a Rare-only player is stuck at Normal, and a UR+Relic player is stuck at Hardcore.
Raven wrote: The way I see it, TD doesn't HAVE to make things even harder. Players can make things harder for themselves, if they want to. They can choose to leave their fancy sword in their backpack if they want. They can do a run where all they use for a weapon is a Turkey Leg, and count on their insane Strength bonuses to compensate for the lack of weapon damage. They can do a 5-man run. They can run with a group of newbies and pretend to be a patron deity.
If True Dungeon wants to keep selling tokens, especially to the veteran players, then I think they need to. Otherwise players will just max out and stop getting new tokens. By my math Jeff makes at least as much on tokens as he does on ticket sales, and I'd guess that the top 10-15 buyers account for about half of those token sales.