As a player who played this game in the early days, I’ve always been a little criticized for the corruption system of this game, although the higher layers will give people a refreshing feeling after defeating strong enemies, but after the corruption layer is too high, all the BDs currently developed cannot survive the attacks of monsters, and some melee classes are difficult to deal with monster attacks by means of damage reduction, at this time it seems that only ranged classes can continue to carry out high corruption challenges, I don’t think it’s very fair, I have also played other ARPG games,It seems that there will be some restrictions on the maximum number of layers and the maximum damage of the boss.,So that players can create a set of BD with strong attacking ability after thinking and trying.,I hope this game can do the same.,For example, limit the maximum damage of monsters (players also need good ideas and equipment to meet) The number of high-level levels doesn’t mean that the blood volume and attack power of monsters have been strengthened, does it? I really hope that this game can be developed well
Your feedback feels very vague. It’s usually better to do a “show and tell” style of feedback, where you provide specifics that can be verified or examples that can be tested. Lemme ask you some questions to make it more specific.
For the uninitiated, BD is Bladedancer, right?
What corruption number is “too high” for all the BDs currently developed? Give an example.
And what corruption number are we comparing to when you say “only the ranged classes can continue to carry out high corruption challenges”? Give an example.
You mention that melee classes have it difficult to deal with monster attacks by means of damage reduction. Can you give us an example Bladedancer setup where we can see its damage reduction?
I think BD in this case is builds based on context?
I do think corruption presents an interesting dilemma. One ive seen come to a head in chronicon.
Chronicon also features endless difficulty end game. After a certain point at one point in the games life, you just had to use evasion and hope you can CC/Stun targets because getting hit at all meant you died even with all defensive stats.
So the devs simple caused the damage of enemies to “Soft” cap after a point, where it basically no longer improved in any meaningful amount. Which meant you were able to square up defenses around that goal, and the good builds found a way to still also scale power for the now improved monster hp scaling.
but it meant if you really wanted to do level 10000, and had all the time in the world and the defenses, you could theoretically beat it.
Its a much healthier way to control infinite progression, but in chronicon the player also has access to all though diminishing, infinite stats.
Isn’t entire point of corruption that the player can tailor difficulty level they play at? If you cannot do C500 take it down a notch, if you feel C500 is too low - grind it higher.
Pretty much, yes.
That kinda defeats the purpose though. It’s no longer an infinitely scaling content that you try to push as much as you can, it’s now content where you know that if you reach point X, you can go on indefinitely.
The point of infinitely scaling content is that you’ll eventually hit a wall. Whether it’s PoE’s delve, LE’s arena and corruption, GD’s rifts, etc.
You improve your character to be able to push more and more until you can’t push it anymore.
The exception to this would be delve, since the power creep made it so you could reach the “end”, even though they could have simply changed the variable type to prevent this.
And yes, in infinitely scaling content ranged will always be on top over melee, because at a certain point defenses aren’t important anymore, you just need to kill everything before they can hit you.
Yes, this is what I think is the ideal endgame at the moment, and we still need to repeat a lot of farming equipment before accumulating all the required defense modifiers, and high-level monsters should certainly have more health, this can still be used as a way to play, after all, everyone plays the game for different purposes, and I think my idea makes it possible for some players who like to challenge to be “invincible”.
I’ve thought about it, but there’s no endless challenge until it’s impossible to do it, but we can set that goal very hard, for example, at 10,000 layers of Corruption, we need equipment that we need for a long time, and that’s actually the fun of ARPGs, and then we can survive enough to sustain us through the entire Corruption, which seems to be a reward for our efforts