Open Acebats opened 1 year ago
Breed more.
Breed more.
Read it again.
Ok. It was attack rate, as in speed. I took that as double attack value. My bad. What happens to the timer though?
Ok. It was attack rate, as in speed. I took that as double attack value. My bad. What happens to the timer though?
Nothing, I'd presume. At the point where you can beat the dungeon in this way, the timer is kinda no longer relevant
Current Behavior
Currently when clearing a dungeon you have two options, either utilise click attack to defeat the pokemon quickly or use pokemon attack to slowly defeat pokemon/trainers. At 100, 250 and 400 clears you get different levels of flash, which can be utilised to tactically navigate the dungeon in less keypresses, though players are still likely to go through many encounters during this process. Other than the above, the dungeon grind has very little in terms of QoL when going for 500 completions for the achievement outside of increasing click attack throughout the game.
Improved Behavior
Add a "Full Clear" achievement/state to dungeons, which is achieved once a dungeon run has been completed with all battles completed as well as all chests opened. Once this has been completed, the pokemon attack speed (not damage) is doubled for that dungeon only. (Think Battle Frontier buff but for dungeons)
Reason for change
Currently dungeons are a long and tedious grind, currently the main way to reduce this grind somewhat is to be able to one shot the pokemon and bosses using click attack (albeit this is something that requires a high volume of clicking, be it manually or with external tools)
However, in Unova and particularly in Kalos and beyond, click attack starts to become less effective against common pokemon. By the end of Galar click attack is essentially worthless in dungeons, even with a near complete collection of shiny and resistant pokemon combined with Rocky Helmet+Black Flute and a high number of clicks a second.
While the early dungeons won't see much benefit (If any) from this change, the dungeons in the latter half of the game (Particularly ones featuring trainers, either exclusively or otherwise) will at least see a benefit from halved fight times. Given that trainer dungeons can be some of the worst dungeons from my experience, this change would at least alleviate some of the grind in those dungeons particularly. There would also be a benefit for players who may not want to, or cannot, resort to the constant rapid clicking for earlier dungeons (Potentially due to factors external to the game itself)
This would have a knock-on effect of making these dungeons easier to grind for items from chests (Since trainer fights take half the time), however I personally don't see this as a major issue. (Though I could be missing something major, I would hope that this change wouldn't require any rebalancing of dungeon loot)
I don't believe this would cause issues with dungeon balancing as the player would have to prove that they could beat dungeons reasonably efficiently with their current click attack/pokemon attack, since they have already proven that they can beat a dungeon completely, including the boss at its highest HP amount. This would also incentivise making your team stronger overall in order to unlock this buff (Particularly in Galar where the boss HP can get fairly high)
Detailed Description
Every dungeon in the game recieves a new achievement [Dungeon name Full Clear], which is unlocked after completing a dungeon after beating every encounter and opening every chest.
I would propose that these achievements recieve 0.15% achievement bonus (.1% from the relevant Dweller achievement and 0.5% from the relevant Hermit achievement, in order to take some of the weight off of getting 500 clears on every dungeon for bonus%) though I'm not particularly fussed on a specific value.
The secondary benefit of these achievements would be granting the "Full Clear" state/buff for the completed dungeon, which doubles the pokemon attack speed (not damage) in that dungeon only.