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Difficulty Scaling #120

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nvs opened this issue Jul 4, 2016 · 2 comments
Closed

Difficulty Scaling #120

nvs opened this issue Jul 4, 2016 · 2 comments
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nvs commented Jul 4, 2016

Currently only Extreme difficulty is played with much consistency. However, due to the nature of how difficulty is increased currently in Gem, certain structures scale much better than others. For example, those that deal magic damage or damage in an area of effect buff tend to perform better at higher difficulties. A few examples of these would be Blood Star, Star Ruby, Spell Slate, Poison Slate, Elder Slate, etc.

One solution is adding magical resistance that increases with difficulty levels. Another is removing multiple difficulties entirely, and balancing the map accordingly. A third is to rework all damage to adhere to armor resistance. A fourth is leaving physical and magical resistance constant, and simply increasing hit points. The fourth idea makes a bit of sense in my head currently.

This was referenced Jul 4, 2016
@nvs nvs added this to the Balancing Gem TD milestone Jul 6, 2016
@nvs nvs self-assigned this Jul 6, 2016
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nvs commented Jul 11, 2016

Right now armor values on the creeps are fairly high, at least in Extreme. It would be best to bring these down to lower numbers, and also be a bit more conservative in regards to the sources of armor reduction (e.g. Elder Slate in its current form is immensely broken when leveled up). The key is to keep the feel of Extreme difficulty, while balancing things a bit.

@nvs nvs modified the milestones: Gem TD+ 1.3, Balancing Gem TD Aug 9, 2016
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nvs commented Aug 9, 2016

This particular issue can be closed, due to #131.

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