by MilkyKitsune
» over 5 years ago
Hello, I've played Dungeon Run a few times during my stay on the server. It's a really good mode, I enjoy playing it whenever the opportunity arises. However, I do have a few complains and suggestions about it that the staff and possibly other players may or may not enjoy. (I've only done the Epic Dungeon a few times and joined the server recently, so the suggestions I make here may be already considered/talked about, or already in the game.)
- The rewards are a little too vague. When I completed my first dungeon run, which was Forest on Normal with one other person, I've gotten a lot of EXP and two EXP bottles. Recently, I did a solo Epic dungeon run on Normal and I've recieved pretty much the same rewards but instead it was a lot more EXP than what I normally get from completing a run, but it's the same two EXP bottles. It would be nice to see what players could potentially get from completing a run other than EXP, and also know if the amount of players/the damage a person has compared to other players on your team effects your rewards the recieve. The mode so far doesn't give players that are unfamiliar with the Dungeon Run enough information about it even after doing /dungeonrun.
- Aside from the bosses, I feel like the dungeon definitely need some difficulty scaling especially when it comes to progressing room to room. There's always the same type and number of mobs in the same number of room, so whenever I'd enter a room I was familiar with, I'd know exactly what to expect if you've experienced it a few times before, ruining the immersive experience. My suggestion would be to spice it up a little, and give mobs special attributes. A skeleton could have the speed potion effect on them for a certain amount of time, yet slows down players using slowness arrows. A zombie could be really slow, but do an insane amount of damage. Things like that can mix up how people go through room to room.
- Bosses can get out the main room where they're usually at, but when a player respawns exactly where strong mobs are, it wasts another one of their lives, potentially leading them into a game over. I suggest giving a grace period (10 - 15 seconds) to players that respawn so they can get their items and get back on track.
For the smaller stuff:
- I feel like there should be extra shields, particularly at the half way mark of the Epic dungeon since depending on how much you use it, shields can break fairly easily by the end of the run.
- There's a Keep room in which spiders spawn, but almost all of them suffocate and get killed. I haven't seen this in the 25 floor Keep dungeon, but it happens all the time in the Epic dungeon. Basically a free room to players. Cave spiders would be a nice addition to this room aswell.
- There's two rooms in which Drowned spawn, but they all are pushed back by the current of the water they're in, basically making them stuck in the corner and posing no threat to the player. Basically a free room. I would make these room have a lot more water potentially giving the drowned a lot more space to move around and pose more of a threat.
- The Ruby Warlock can be easily cheesed since it runs out of spells to use, and the blazes spawn outside the boss room when you're close to the walls, making it easy to do. Very anticlimatic boss fight to what could be a 2 hour session.
These are mostly all I have time to type right now, but I hope these are agreeable and considerable!
Last edited: over 5 years ago
x 2