Yes at the moment player power can jump quite a bit getting the right item through empowering the Nemesis. But don’t increase the difficulty for that as it’s too RNG and variable.
Instead, I suggest at early levels not making it possible to empower the Nemesis, but add a level of empowerment at certain points (e.g. after player level 30, then 50 (just suggestion), to keep the power level a bit smoother.
Other minor note, perhaps make shield charge have a limited range instead of being able to zoom the whole floor…
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nice idea! That would be really smooth, and also it would make ultra-low-level nemesis feel a bit more exciting as you would just challenge and get the items right away (because there would be no empower below level 15 or so?)
The problem with nemesis even with this idea. Is getting exalted items well before they are even able to begin dropping. Which is very late campaign to start of monoliths.
Imo the nemesis should only be rolling exalted when they can naturally drop from the loot pool
Op idea isnt bad. The best way imo to stop the early game power creep is to not allow nemesis to roll exalted till they actually begin dropping. Op idea helps to a point but wouldnt stop the nemesis at say lvl 10 from rolling an exalted item.
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