For the mod of downpour, I think it is very interesting and novel to determine the difficulty growth mode based on time, compared with the original version to increase the difficulty based on the number of levels, but there may be some problems in the numerical value.
In the original version of risk of Rain 2, I think there are two excellent mechanisms.
The first is the difficulty curve of drizzle, rainstorm and monsoon. The difficulty becomes higher, and the enemy's level will increase faster. However, when high-level enemies are generated, they will also carry more money, which allows players to collect props and map resources faster in difficult situations. At this time, players also need to have a more accurate judgment on the money needed
After 5 (2.5) minutes, I think this is not enough - not because the growth is too slow, but because the growth interval is too abrupt compared with the original time-based linear difficulty, which leads to too little money for players to collect the necessary resources for the clearance game during the fast pass.
For example, if the permanent (temporary) difficulty increase of monsoon difficulty is changed to 1 (0.5) minutes, and the increase is changed to 1.029 (5 minutes, the increase is about 1.153), it may slightly solve the problem.
The second is the adaptive Armor of mithrix. As the final boss of the game, mithrix should have quite high blood capacity to allow the player to fight for a longer time. However, the design does not make his blood capacity exaggerated, but gives an adaptive Armor mechanism, which makes it difficult for the player to solve him when he has a high DPS, and also ensures the possibility of defeating him when the DPS is not so high.
There are two hard requirements for victory. One is the speed of getting money, and the other is the ability to move. When using a character with high mobility, downpour can really let players experience "Fight time itself", but for a character with low mobility, it may be a little difficult.
Add an additional mechanism, such as temporarily increasing the player's movement speed by 10% every 2.5 minutes, and increasing it at most twice per map, which may be more helpful for characters with low mobility to adapt to the game.
thank you for your opinion, i havent personally had much trouble with downpour playing mainly as captain (no mobility skills). i will consider doing something to mithrix in the future
For the mod of downpour, I think it is very interesting and novel to determine the difficulty growth mode based on time, compared with the original version to increase the difficulty based on the number of levels, but there may be some problems in the numerical value. In the original version of risk of Rain 2, I think there are two excellent mechanisms. The first is the difficulty curve of drizzle, rainstorm and monsoon. The difficulty becomes higher, and the enemy's level will increase faster. However, when high-level enemies are generated, they will also carry more money, which allows players to collect props and map resources faster in difficult situations. At this time, players also need to have a more accurate judgment on the money needed After 5 (2.5) minutes, I think this is not enough - not because the growth is too slow, but because the growth interval is too abrupt compared with the original time-based linear difficulty, which leads to too little money for players to collect the necessary resources for the clearance game during the fast pass. For example, if the permanent (temporary) difficulty increase of monsoon difficulty is changed to 1 (0.5) minutes, and the increase is changed to 1.029 (5 minutes, the increase is about 1.153), it may slightly solve the problem. The second is the adaptive Armor of mithrix. As the final boss of the game, mithrix should have quite high blood capacity to allow the player to fight for a longer time. However, the design does not make his blood capacity exaggerated, but gives an adaptive Armor mechanism, which makes it difficult for the player to solve him when he has a high DPS, and also ensures the possibility of defeating him when the DPS is not so high. There are two hard requirements for victory. One is the speed of getting money, and the other is the ability to move. When using a character with high mobility, downpour can really let players experience "Fight time itself", but for a character with low mobility, it may be a little difficult. Add an additional mechanism, such as temporarily increasing the player's movement speed by 10% every 2.5 minutes, and increasing it at most twice per map, which may be more helpful for characters with low mobility to adapt to the game.