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i kinda like the new challenge system, just the way it works not so much. the challenge should work against your personal strength, not just being a flat hp increase of the mob. like some sort of defense against dps/dmg or somth.
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Before it was just... everything in gold and rely on challenge milestone with carries for damage. Oh and way less carries than now. Now it requires a more balanced approach.
Also, this means that our leveling speed up to our current level is lower than what newer players have. Even more so since we didn't have orbs back then. Pets were buffed and so on. This is all fine with me though, and I'm glad for the changes.
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2K is literally nothing compared with what you get after you reach level 200.
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12-23-2015, 12:09 AM
(This post was last modified: 12-23-2015, 12:11 AM by Wildfire2099.)
I think that in idle/incremental games like this.. EVERYTHING really needs to be % based.. otherwise it doesn't scale, and parts of the game become irrelevant. Challenges had become so. Now they're not, and it's set up so they'll always be something to work on.
Now that I've had a couple days to digest, I'd REALLY like to see time extend work... and perhaps scale back the awards a bit (maybe make infinite challenge .75%/4% instead of 1/5).. that would add more strategy without just giving more bonus (which are already pretty huge). Making decisions like using time extend to get a greater challenge bonus, or click damage, or going directly to auto are the sort of things that make a game like this interesting.
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I think it might work for everyone to keep the old challenge system in place for pre-level 200. Then, once you hit inferno levels, the new challenge system is unlocked with % increases.
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At first I thought a never ending challenge series would be a disaster. But after seeing what Ray put in place I have to say it seems really good.
First I like the move to percentages because it reduces the drive to get carries under the old system. They are still useful, but they no longer make up over half your damage for certain level ranges. This was another big worry of mine with an unending challenge because people would constantly be pushing for those milestones. It's solo right now so that doesn't matter anyway, but even if it becomes a duo or group thing it won't be an issue because it's a bunch of small percentages. People will still get carried but there isn't a big difference between getting that carry today or tomorrow, or even net week. If it's delayed the carry will just get you further anyway.
Second I agree with the move of removing any one time diamond or resource bonus from the unending challenge. This means it's all about getting a damage boost, not about the other rewards. I of course want those rewards to stay for the original challenges, and I'd love to see more challenges like them with those rewards. I don't like the idea of such challenges that provide more than a damage boost where only a handful of people can actually beat them.