Thanks for everyone’s help with the new heroes. We will do some more tuning later, but we’re now moving on to other things. We are going to work on some technical performance stuff, but we also want to address some of the gameplay issues relating to high level play.
So we have these questions for high level players. As always, try not to base your feedback on the anticipated effect on the difficulty of winning a game. We can and will tune difficulty after making changes. Instead, consider whether the changes would make for a more enjoyable gameplay experience.
1 - Trading Health for Strength
To speed up the dragon battles (and the game generally), and to add a new strategic element, what do you think of this idea for a high level unlock:
You can sacrifice a health potion by drinking it when you are healthy. As a result you get a temporary strength bonus (eg. +5 attack for 5 rounds).
2 - Wandering Dragons
Do you like the idea that at high levels, a few of the dragons might be found in the dungeon instead of the lair?
3 - Adrenaline running
For those of you who intentionally leave behind potions in order to maintain adrenaline, do you enjoy doing that?
If intentionally running on adrenaline is fun and a positive addition to the game, should we make it easier to do it by adding a setting to turn off the auto-loot?
4 - Fairer Tourneys
In tourneys, should all ruins boss weapons be +8?
5 - Quicker Tourneys
In order to speed up tourneys for advanced players, what do you think of this:
You start a tourney 5 levels below where you finished on the prior week. If on the prior week you did not attain more than 5 victories, you’d start at 2 Reds with everyone else. Example: If you defeated 40 Reds one week, you’d start at 15 Reds the next week.
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