Tree of Savior Forum

[EVENT] The Haunted Crypt

Even with my previous thread flagged and hidden i’ll keep my word on dropping an event suggestion using extended battle elements and a special small twist that uses Tree of Savior class system in a different way. I recommend checking the previous thread to have a better idea on why this event suggestion is designed as it is. As always, i’ll try to make it as short as possible, but that won’t be easy.

The key goals with the event are.
• Explore active combat difficulty through new scenarios
• Provide a new experience within the game
• Promote teamwork instead of individual strength
• Be fun

All the specifications below take in consideration these elements in some degree. If this event is ever implemented, even with some considerable alterations, please keep in mind these four points as they are fundamental to achieve the designed experience.

I personally think the best way to have this kind of event is in a daily rotation dungeon system using monster factions (vubbes, pantos, lapes, etc) but that isn’t practical for a first runner prototype that changes combat dynamics. The best i could come with is to use the undead as they offer enough monsters to pick from (even with recolors) and some unique traits to their group, they also have a bunch of fitting bosses to pick from.

Without further ado, let’s get to the meat.

Basic Information
Minimum Entry Level - 120 (50 for easy mode)
Entry count - Unlimited
Reward limit - Daily, per team
Additional reward - Special, per character (will be explained later)
Expected clear time per difficulty
Easy - 4~7 minutes
Medium - 8~12 minutes
Hard - 10~17 minutes

The event consists on a linear dungeon clearing, whenever the party cleans the room the next one will be unlocked. All monsters inside the dungeon will have special buffs that directly interact with the players, the only way to defeat them is by playing this new element.

While inside the dungeon players cannot
• Jump outside the boss room
• Wear regular equipment
• Use regular HP and SP recovery potions directly (Sprinkle HP/SP Potion can be used)
• Respawn with Soul Crystal
• Use warpstone, warp scrolls, warp type items nor quest warps
• Have their catalyst items consumed (skills are still activated)
• Receive weight movement speed penalty

Upon summoned inside the instance, players will obtain a fixed amount of event currency that can be exchanged with a merchant NPC, his wares are composed of basic equipment and dungeon consumables. After 15 seconds the deployment zone will appear, players can walk inside it to teleport to the first room. Players cannot purchase consumables from the NPC after deployment.

In medium and hard difficulty players will have one and two, respectively, advancement suspended, in this context means the class and respective skills and attributes cannot be used. it could be explained as having a class Disabled, but saying that an attribute is disabled sound as it could be re-enabled at will or that the configuration will change upon entering and/or exiting the instance. Without all regular skills, both teamwork and use of basic attacks will become more important.

For a better player experience, the event must count with some replayability factor, being a common weakness of events. Considering the event concept, the best way to address it is by designing different sets of monster encounters that change based on the day of the week. Ideally, the map should also change to reflect this difference, but that might be too much work. The minimum for it is to have is boss per run in some way.

The following aspects will be described in more details and explain how it is related to the four points mentioned at start.


Buffs (23)

A simple way to expand the combat is by introducing new elements that interact with players actions, and the simplest way to do it is by adding special effects tied to monsters. Those effects can be added to monsters as default and remain as a combat condition, triggered by defeating it, attacking it or even the relative position between it and player or other monsters of the same kind.

Those effects could be explained with a long description list in the event details, however it’s easier for players to understand them if they were added as buffs to monsters, allowing players to hover the effect and read it. Skills with buff removal mechanics shouldn’t apply to this buff list as playing around them is a vital part of the event.

Each monster will have at least one buff (except for easy difficulty) and have players to plan around it, these buffs can be reused on other monsters based on their thematics. Most of the buffs can be implemented using elements that were already implemented in the game at some point, with one or two exceptions.

Behavior Type
Grudge
• After being attacked, fixates on the aggressor and becomes immune to taunt effects.
• Ignores invisibility effects applied to the targeted unit.
• Receives 50% less damage from other players (target still deals full damage).
Volatile
• Shifts targeting to an attacking player if the current target unit doesn’t attack within 2 seconds (won’t keep the same aggro if left untouched).
• Taunt effects duration are reduced to 2 seconds. Provocation immunity doesn’t apply.
Watcher
• Doesn’t follow the target if it leaves the attack range.
• Changes target if the current target is unavailable.

Death Type
Legacy
• After being defeated, all monsters in contact have their HP recovered to the unit maximum HP value and receive its ongoing buffs as well.
• Legacy buff is also applied to other monsters.
• Bosses cannot receive buffs from Legacy, but can still be healed.
Strong Will
• Once the HP reaches 0, the unit remain active for the next 3 seconds, being defeated after this duration. (similar to Fanaticism - Martyr).
Unstable Energy
• Explodes upon being defeated.
• Damages players by 25% of their maximum HP.

Flame Type
Purifying Flame
• Upon receiving damage, projects a flame in cone at the opposite direction.
• Monsters are receive damage when hit by the flame.
Vengeful Flame
• Upon receiving damage, projects a flame in cone at the opposite direction.
• Players are damaged when hit by the flame.
Wicked Flame
• Upon receiving damage, projects a flame in cone at the opposite direction.
• Monsters are healed when hit by the flame.

Buff - Flame

Immunity Type
Corporeal
• Immune to magic skills.
• Effect is suspended if the unit is afflicted with Goddess’ Light debuff.
Ethereal
• Immune to physical skills.
• Effect is suspended if the unit is afflicted with Goddess’ Light debuff.

Spawn Type
Amalgamation
• Spawns two units of the basic version of the corresponding monster group when defeated (Ex: Giant Hook → 2x Hook).
• New units carry all the buffs from the original unit.
Calcification
• Spawns a random Skeleton after 2 seconds.
Possession
• Spawns a type of Hook once defeated.
• Effect is suspended if the unit is afflicted with Goddess’ Light debuff.
Reraise Dead (Skeleton Exclusive)
• Spawns a Skeleton after 2 seconds, cycling through different types in a fixed order. Warrior → Archer → Mage → Warrior.
• Once all Skeletons in the room are from the same type, the spawn ability is disabled. (All skeletons have to match in order to clear the room)
Undeath Curse
• After being defeated, enters a suspension state for 10 seconds. If any unit with Undeath Curse is active after this duration, recovers HP completely and becomes active again (all Undeath Curse units have to be defeated together, within a 10 second window, to avoid respawning).

Others
Echo
• When an unit with Echo buff is attacked, all units with Echo buff release a soundwave around them that deals magic damage.
Focus Power
• After being out of combat for 3 seconds or more, the next attack deals 50% more damage.
Frontal Guard
• Incoming frontal attacks are reduced by 25% and cannot be critical.
Ghastly Aura
• Deals damage on contact in a 0.5 second interval.
Horde
• Gains special effects whenever in contact with units carrying the Horde buff.
• AoE Defense Ratio +3
• Receives 10% less damage per Horde unit, up to a maximum of 70%.
• Deals 5% more damage dealt for each Horde unit, no stack limit.

Buff - Horde

Regeneration
• After being out of combat for 3 seconds or more, regenerates 1% of the maximum HP per second.
Vampirism
• Heals for 50% of the damage dealt, applied to all sources.


Monsters (22)

The relation between effects and monsters has to be thematically aligned, making it easy to relate those elements. Such thing can be achieved through the monster base design, color variance and name. However, the key aspect of enemies is to be a threat, and for that they must be able to constantly hit players, be that through increasing their attack speed or improving their AI.

Most of the monsters listed can be without any change aside an occasional color hue change, and the buff applied on spawn. In the worst case, the few additions that are listed can be replaced by other simpler concepts.

Zombie
• Volatile

Zombie

(Horde) Zombie
• Volatile
• Horde

Zombie - Horde

Juggernaut Zombie
• Unstable Energy
• Focus Power
• Regeneration
• Pain Barrier

Zombie - Juggernaut

Banshee
• Grudge
• Echo

(Ravenous) Banshee
• Grudge
• Echo
• Vampirism

Hook
• Ethereal

(Giant) Hook
• Amalgamation
• Ethereal

(Vengeful) Hook
• Grudge
• Ethereal
• Unstable Energy

(Blue) Candle Spider
• Purifying Flame
• Possession (random Hook)

Candle Spider - Blue

(Green) Candle Spider
• Wicked Flame
• Possession (random Hook)

Candle Spider - Green

(Red) Candle Spider
• Vengeful Flame
• Possession (Vengeful Hook)

Candle Spider - Red

Spekull
• Grudge
• Ghastly Aura

Spekull

(Large) Spekull
• Grudge
• Calcification
• Ghastly Aura

Spekull

(Archer) Skeleton - Only perform a cone type attacks with three arrows, aiming the middle one directly at the target. Each arrow only hits the first unit.
• Watcher
• Reraise Dead
• Focus Power

(Mage) Skeleton - Casts “Fire Bomb” (original Fireball) at the target position every 3 seconds, lasting for 10 seconds even after the caster is defeated. Fire Bombs can be attacked by players, moving to the attack direction.
• Watcher
• Strong Will
• Reraise Dead

Skeleton - Mage

(Warrior) Skeleton - Third attack in succession hits twice.
• Reraise Dead
• Frontal Guard
• Regeneration
• Pain Barrier

(Black) Apparition - Casts Etheral buff to a random enemy unit every 4 seconds (cannot target itself or another Black Apparition). Doesn’t target units that already have the buff. Effect is removed when the Apparition is defeated.

(Green) Apparition - Casts Ghastly Aura buff to a random enemy unit every 4 seconds. Doesn’t target units that already have the buff.

(Red) Apparition - Casts Grudge buff to a random enemy unit every 4 seconds. Doesn’t target units that already have the buff. Effect is removed when the Apparition is defeated.

(Deceit) Apparition - Only appears through summoning.
• Echo

Hallowventer
• Legacy

(Mindless) Hallowventer
• Grudge
• Amalgamation
• Legacy
• Ghastly Aura

(Cursed) Hallowventer
• Legacy
• Undeath Curse
• Regeneration


Bosses (8)

The high tension point of a dungeon is the boss fight, and the current bosses aren’t much of a threat aside for annoying knocks and high stats. A similar treatment has to be done for them to be harder and engaging to fight. An interesting way to achieve it is by adding monster spawn to their regular skills and actions, or even some particular conditions.

Having to constantly play around monsters with special effects is already a significant difficulty addition, this can be expanded by playing around effects synergies and complementary mechanics, such as an immobile boss that summons more enemies whenever players take distance from it. Since bosses are more durable, they can also have certain effects to rotate instead of being fixed, changing after a certain duration or upon skill use.

It’s more interesting to have each boss tied to a specific day of the week assigned, based on their expected difficulty (as i cannot test it myself). On weekends (including friday), the system can change and pick a random boss from an exclusive selection.

Cluster of Malice (Shadowgaler) - Monday - Summons 3 Spekulls whenever ectoplasm hits the ground. Checks players distance every 3s, a Giant Spekull is summoned for each player out of the attack range.
• Watcher
• Ghastly Aura

Restless Titan (Mummyghast) - Tuesday - Spawns a Horde Zombie whenever it slams the ground, a Juggernaut Zombie is summoned if 8 or more Horde Zombies are active in the room.
• Volatile
• Frontal Guard
• Horde

Desolated Maiden (Specter of Deceit) - Wednesday - Spawns a random Banshee whenever a lightning hits the ground. The chance of spawning a Ravenous Banshee increases based on the boss missing HP.
• Echo
• Ghastly Aura

Tormented Wisp (Lavenzard) - Thursday - Spawns a Green or Red Candle Spider whenever a flame pillar is deployed. Flames also heal monsters for 1% of their missing HP per second, 0.5% for the boss.
• Grudge
• Vengeful Flame

Life Harvester (Chapparition) - Weekend - Summons a random Hallowventer whenever a lightning hits the ground. The boss scythe attacks also damage Hallowventers (they cannot react however).
• Wicked Flame
• Vampirism (triggered on friendly fire as well)

Forgotten Litch (Necroventer) - Weekend - Spawns a random Skeleton at the end location of every gravestone attack. Receives either Ethereal or Corporeal buff (only one at time) at random, whenever a Mage Skeleton triggers Strong Will buff. The buff is removed once it after Strong Will duration expies.
• Reraise Dead (doesn’t revive, only count as Mage towards monster resurrection)
• Frontal Guard

Corrupted Sorcerer (Specter Monarch) - Weekend - When its HP drops by 20% (maximum of 5 times), casts a flame on itself and vanishes. New flames appear over the room, spawning Deceit Apparitions, one being the boss disguised. Apparitions don’t attack, instead they mimic the boss action. The boss returns to the normal state after being defeated as an Apparition, all the other Apparitions will vanish without triggering Unstable Energy buff. The Echo buff has to be listed in the boss as a decoy, requiring players to pay attention on the only Apparition that doesn’t replicates the effect.
• Grudge (resets upon vanishing and reappearing)
Rotate - Wicked Flame → Purifying Flame → Vengeful Flame
• Unstable Energy (triggered upon vanishing)

Phantom (Rexipher) - Weekend - Summons a random Hook whenever a lightning hits the ground. Whenever a Vengeful Hook is defeated, the boss teleports to unit location and locks on the Grudge target, preventing it to be switched for 5 seconds (except when another Vengeful Hook is defeated, restarting the cycle).
• Strong Will
Rotate - Ethereal → Corporeal
• Focus Power


Equipment (28)

Allowing regular equipment to be used defeats the purpose of the event, it’s more effective to have standard event equipment available as they can ensure the planned difficulty to stay constant (only the case as event). As an event, it’s more engaging for weaker players to have the same ability to contribute than a hardcore farmer, which also promotes teamwork.

To give this decision a solid backbone, these equipment can carry special effects to counter enemies’ strength in the dungeon, such as nullifying a specific buff or reducing the penalties applied. All hand equipment carry some SFR reduction when equipped as well (to level the baseline power of classes), if both hands have equipment only the strongest effect apply (Ex: Sword 33% SFR and Dagger 30% SFR. all SFR is reduced to 33%).

1h Sword
• All SFR reduced to 33% of their final value.
• Enemies with Amalgamation buff are instantly defeated when hit with 20% HP or less. Doesn’t prevent monster spawn.
2h Sword
• All SFR reduced to 45% of their final value.
• Enemies with Amalgamation buff are instantly defeated once their HP reaches 25% or lower. Doesn’t prevent monster spawn.
• Allows to deal critical damage against enemies with Frontal Guard buff, with damage reduced by 25% (cannot be lower than non-critical).
Rapier
• All SFR reduced to 33% of their final value.
• Enemies with Possession buff are instantly defeated once their HP reaches 25% or lower. Doesn’t prevent monster spawn.

1h Spear
• All SFR reduced to 33% of their final value.
• Enemies with Strong Will buff are instantly defeated once their HP reaches 25% or lower. The death defial duration is reduced to 2s.
2h Spear
• All SFR reduced to 45% of their final value.
• Enemies with Strong Will buff are instantly defeated once their HP reaches 25% or lower. The death defial duration is reduced to 2s.
• Allows to deal critical damage against enemies with Frontal Guard buff, with damage reduced by 25% (cannot be lower than non-critical).

1h Mace
• All SFR reduced to 30% of their final value.
• Enemies with Calcification buff are instantly defeated once their HP reaches 25% or lower. Doesn’t prevent monster spawn.
2h Mace
• All SFR reduced to 40% of their final value.
• Enemies with Calcification buff are instantly defeated once their HP reaches 25% or lower. Doesn’t prevent monster spawn.
• Allows to deal critical damage against enemies with Frontal Guard buff, with damage reduced by 25% (cannot be lower than non-critical).

Rod
• All SFR reduced to 30% of their final value.
• Enemies with Undeath Curse buff are instantly defeated once their HP reaches 25% or lower. Resurrection casting time increases to 12s.
Staff
• All SFR reduced to 40% of their final value.
• Enemies with Undeath Curse buff are instantly defeated once their HP reaches 25% or lower. Resurrection casting time increases to 12s.
• Allows to deal critical damage against enemies with Frontal Guard buff, with damage reduced by 25% (cannot be lower than non-critical).

Crossbow
• All SFR reduced to 33% of their final value.
• Cannot trigger Purifying Flame, Wicked Flame nor Vengeful Flame.
Bow
• All SFR reduced to 45% of their final value.
• Cannot trigger Purifying Flame, Wicked Flame nor Vengeful Flame.
• Allows to deal critical damage against enemies with Frontal Guard buff, with damage reduced by 25% (cannot be lower than non-critical).
Musket/Cannon
• All SFR reduced to 45% of their final value.
• Cannot trigger Unstable Energy.
• Allows to deal critical damage against enemies with Frontal Guard buff, with damage reduced by 25% (cannot be lower than non-critical).

Pistol
• All SFR reduced to 30% of their final value.
• Cannot trigger Unstable Energy.
Dagger
• All SFR reduced to 30% of their final value.
• Applies 3 (or 4) additional attack lines to basic attacks (this effect is vital for support type classes on hard difficulty).

Shield
• All SFR reduced to 30% of their final value.
• Enemies with Vampirism buff only heal 50% of the damage dealt.

Armor - Each piece provides a buff stack based on the armor material. When 3 or more pieces are equipped, the player gains an extra stack of the dominant buff.

Cloth Armor
• Allows physical skills and attacks to hit enemies with Ethereal buff, dealing 10% damage per stack (up to 50%).
• Allows magic skills and attacks to hit enemies with Corporeal buff, dealing 10% damage per stack (up to 50%).
Leather
• Reduces Grudge damage penalty by 5% per stack (up to 25%).
• Applies Strong Will buff to the wearer with second 0.5 second duration per stack (up to 2.5s). The player won’t become incapable of combat if all monsters are defeated within the duration.
Plate
• Reduces damage received from Vengeful Flame, Unstable Energy, Echo and Ghastly Aura by 10% per stack (up to 50%).


Items (11)

With premium items that can instantly restore HP in %, the whole purpose of the event instance goes down the sink, it’s better to restrict HP and SP restoration is limited to event HP and SP potions only. Other stat boost items are indifferent.

Limiting consumables the event selection also creates a resource management dynamic (shared with equipment), as more healing results in less utility.

Crypt HP Potion - Restores 1 500 + 10% maximum HP upon use, and 150 + 1% of the maximum HP every 2 seconds over 20 seconds. Cooldown - 120 seconds.
Crypt SP Potion - Restores 600 + 10% maximum SP upon use, and 60 + 1% of the maximum SP every 2 seconds over 20 seconds. Cooldown - 120 seconds.
Goddess’ Shining Orb - Spawns a Goddess’ Light at the targeted location for 5 seconds. Cooldown - 150 seconds.
Goddess’ Hope - Releases a shockwave of divine energy, removing the incapable of combat status of all allies within the range. Affected allies have their HP set to 1 000 + 20% of their maximum HP. Cooldown - 900 seconds.
Focus Essence - Applies Focus Power buff to the user, effect is removed after hitting any enemy. Cooldown - 30 seconds.
Ethereal Essence - Applies Ethereal buff to the user for 2 seconds. Cooldown - 90 seconds.
Corporeal Essence - Applies Ethereal buff to the user for 2 seconds. Cooldown - 90 seconds.
Might Essence - Enables a single suspended skill to be used. Cooldown - 300 seconds.
Cleansing Charm - Removes the grudge buff from the targeted unit. Cooldown - 90 seconds.
Exorcism Tome - Instantly destroy the target unit if it is under Calcification, Reraise Dead, Possession or Amalgamation buffs, triggering the effect. The item is not consumed if used in an invalid target. Cooldown - 180 seconds.
Escape Bomb - Teleports back to the entrance. Cooldown - 900 seconds.


Map Objects (7)

An interesting way to balance difficulty is by adding useful elements (or obstacles) to help players, relieving part of the stress of item management while also giving some hope in dire runs.

These objects will appear in the map as well, (mostly) providing temporary aid to players.
Health Crystal - Restores 50% of the missing HP of all party members when destroyed. Hit count - 10.
Magic Crystal - Restores 50% of the missing SP of all party members when destroyed. Hit count - 10.
Rejuvenation Crystal - Restores 35% of the missing HP and SP of all party members when destroyed. Hit count - 20.
Might Crystal - Removes all party members advancement suspension for 10 seconds. Hit count - 25.
Goddess’ Light - Applies Goddess’ Light debuff to enemies in contact. Moves in a fixed path.
Nefarious Light - Spawns a Hook every 5 seconds. Disappears once the room is cleared.
Echo Sphere - Carries the Echo buff. Cannot be destroyed.


Map

The physical area and monster placements are also vital elements for combat, monsters do move after all. For a challenging experience, the ideal map should have areas that aren’t too broad nor too narrow, players need to keep engaged with combat but with some mobility options. Unfortunately, this is the part in which i cannot predict how things will work out, the most i can do is to offer an example fitting to the event core idea.


Playing with colder map colors, to reinforce the harsh environment.

As far as i am concerned, none of the maps in the game can be used without any adjustment (even if only restraining some areas). For this event, maps should have both broad and narrow sections to present different combat experiences within a single run, unfortunately most of the maps in game have huge areas. The few maps with an appropriated size don’t have the right thematic for the undead assault. From what i was able to dig out the map that is the most fitting, and also present options, is Underground Grave of Ritinis, the honorable mentions are Rancid Labyrint, Balaam Camp Site and Michmas Temple, all three with huge room areas. Ideally, the event should work with a map rotation as well but this is way beyond what i can prepare within this presentation (specially since i don’t know how easy or hard is to pull out maps with used assets).

The two images above show the Underground Grave of Ritinis taken as a single course run, white areas have to be blocked to avoid deviating from the goal. Top corresponds to an option to a medium difficulty run, bottom is an option to hard.

It is possible to spit the hard option into 27 or more rooms. The red lines are the hard barriers, once a room is cleared players will gain the ability to cross the barrier to enter the room, but not to exit. Blue lines can be either temporary barriers or slay count barriers, either way they are removed after the condition is met, monsters locked in the next room will join the combat without players engaging directly, players can also move between rooms freely. Green lines are safe zone divisions but also prevent players from exiting the next room.

The map and room distribution is just an example of what can be done, to complement it i’ll also provide a list of enemy combinations (for Hard difficulty).

1 - 4 Zombies, 2 Horde Zombies
2 - 2 Zombies, 6 Horde Zombies
3 - 4 Horde Zombies, 2 Juggernaut Zombies
4 - 6 Horde Zombies, 4 Spekulls, 1 Large Spekull
5 - 6 Spekulls, 2 Warrior Skeletons
6 - 2 Warrior Skeletons, 2 Archer Skeletons
7 - 4 Warrior Skeletons, 2 Archer Skeletons, 1 Mage Skeleton, 2 Large Spekulls
8 - 2 Juggernaut Zombies, 4 Green Candle Spiders, 1 Goddess’ Light
9 - 8 Horde Zombies, 2 Juggernaut Zombies
10 - 4 Green Candle Spiders, 4 Red Candle Spiders, 1 Goddess’ Light
11 - 4 Giant Hooks, 6 Green Candle Spiders, 1 Goddess’ Light
12 - 4 Vengeful Hooks, 6 Red Candle Spiders, 2 Goddess’ Light
13 - 6 Spekulls, 6 Warrior Skeletons, 2 Archer Skeletons, 2 Mage Skeletons
14 - 2 Spekulls, 8 Large Spekulls
15 - 4 Giant Hooks, 4 Large Spekull
16 - 4 Giant Hooks, 1 Green Candle Spider, 1 Red Candle Spider, 4 Large Spekulls, 1 Black Apparition, 1 Goddess’ Light
17 - 6 Horde Zombies, 6 Mage Skeletons, 4 Large Spekull, 1 Goddess’ Light
18 - 4 Juggernaut Zombies, 6 Warrior Skeletons, 2 Black Apparitions, 1 Goddess’ Light
19 - 4 Green Candle Spiders, 8 Warrior Skeletons, 2 Mage Skeletons, 2 Goddess’ Light
20 - 8 Green Candle Spiders, 4 Large Spekulls, 1 Goddess’ Light
21 - 4 Zombies, 8 Horde Zombies, 4 Spekulls
22 - 2 Juggernaut Zombies, 4 Hallowventers
23 - 6 Juggernaut Zombies, 4 Hallowventers
24 - 6 Warrior Skeletons, 4 Archer Skeletons
25 - 8 Mage Skeletons
26 - 16 Horde Zombies, 4 Large Spekulls
27 - 10 Horde Zombies, 10 Warrior Skeletons, 8 Mage Skeletons, 4 Hallowventers
BOSS - Forgotten Litch (Necroventer)

In this particular setting, only one type of Apparition was used and no Banshee was in it. The only map object present is Goddess’ Light, as it is required to defeat enemies with Ethereal buff, other objects can be added randomly within a fixed quantity per map.

The idea behind putting Skeletons and/or mechanism to generate more of them in blue division rooms is to promote priority and punishment for playing poorly. In this case, Skeletons in room A will ignore Skeletons in room B until both rooms are connected.

It isn’t possible for me to have any idea on how good or bad such distribution is without the ability to test and adjust number, this part is completely up to devs and testers as they will have a better grasp on the real execution.

8 Likes
Difficulty Options

It’s tricky to adjust difficulty that is fair to all players, ignoring the rewards, when one of the main elements it to have a challenging experience. On that regard it is better to limit certain elements based on which difficulty is selected. Easy can act as the solo type experience that players run only to ensure their daily rewards, medium the average party setting that shouldn’t be hard to beat as a full party, and hard as the real challenge that pushes players into adapting their playstyle and tactics through the run.

Difficulty Guidelines
Constraints
• **Base level - Sets all party members level to a predetermined number, changing the primary stats values.
Party - How many players can enter the instance in the set difficulty.
Classes - How many advancements are locked/available.
Equipment - Determines if secondary effects from event equipment are applied or not.
Wipe Retry - How many times the party can be completely defeated before failing the instance. The farthest unlocked room monsters (or boss) are reset.
Respawn Time - How long players need to wait to respawn before the room is cleared.
Enabled Monster Buffs - Which monster buffs can appear within the instance. Monsters will spawn with their buffs but have them removed shortly after it.

Easy
Constraints
• Base level - 70
• Party - Only solo
• Classes - All available
• Equipment - Only base stats
• Wipe Retry - Unlimited
• Respawn Time - None
Enabled Monster Buffs - Watcher, Unstable Energy, Purifying Flame, Amalgamation, Calcification, Possession, Focus Power, Frontal Guard, Horde, Pain Barrier, Regeneration, Vampirism.

Medium
Constraints
Base level - 100
Party - 2 to 5 players
Classes - One advancement suspended, selected at deployment
Equipment - Applies special effects
Wipe Retry - Once per room OR trice per instance
Respawn Time - 15 seconds
Enabled Monster Buffs - Grudge, Volatile, Watcher, Strong Will, Unstable Energy, Purifying Flame, Vengeful Flame, Wicked Flame, Corporeal, Ethereal, Amalgamation, Calcification, Possession, Echo, Focus Power, Frontal Guard, Ghastly Aura, Horde, Pain Barrier, Regeneration

Hard
Constraints
Base level - 200
Party - 5 players only
Classes - Two advancements suspended at random, changing at every new room
Equipment - Applies special effects
Wipe Retry - Once per instance
Respawn Time - 30 seconds
Enabled Monster Buffs - Grudge, Volatile, Watcher, Legacy, Strong Will, Unstable Energy, Vengeful Flame, Wicked Flame, Corporeal, Ethereal, Amalgamation, Calcification, Possession, Reraise Dead, Undeath Curse, Echo, Focus Power, Frontal Guard, Ghastly Aura, Horde, Pain Barrier, Regeneration, Vampirism


Rewards

The experience itself should be part of the event reward, with a small interesting bonus for taking the time to do it. Considering the main goal of this event, a special reward system should be added to promote the event as an alternative experience over traditional options.

Regular Rewards
Once the final boss is defeated all players will be awarded with the default rewards.

Daily, per difficulty
Easy - 1x Challenge Portal Scroll
Medium - 1x Challenge Portal Scroll + 1x Sandra’s Detailed Magnifier
Hard - 1x Challenge Portal Scroll + 1x Sandra’s Magnifier

Event Completion - Per team, maximum of +1 per day.
5 Times - Hook Helmet/Headgear
10 Times - Wandering Spirits (Special Effects)

Hard - Title - Crypt Conqueror, once per character

Special Rewards
What i’m going to propose here is something new for events, and the only reason i’m listing it is because this event can be a good way to provide feedback on expanding the combat system. Please make a chest NPC spawn after the boss is defeated, allowing players to exchange their daily challenge mode entry (enabling reset through vouchers) to equivalent completion rewards. This particular addition makes the event hot for all players and can be used to measure the player engagement and preference between both option. Without it, players might dismiss the event due time limitations or only do it for event rewards (if balanced over the regular line), and neither will give true engagement feedback.

Once the chest is open it will generate the same items (using the looting chance buff), EXP and silver of a corresponding level map challenge mode completion (always round up when possible), stage 5 for medium and stage 7 for hard.


And that’s all of it. From now on, anything here can be discarded, tested or adjusted at will. I think it should be interesting to try it out in some way or shape just to refresh the game experience, and perhaps even implement some of these elements to the game itself. There are things in game that need some adjustments, and doing it in an event format can be a good way to test it, get feedback, and not make any commitment. If, by any chance, this gets the interest of devs and is added to the game, please share it with us.

@STAFF_Yuri @STAFF_William @Staff_Jin @STAFF_Bob @STAFF_Amy @STAFF_Ines

It’s now up to you.

Note - Please restore my previous thread, i believe it was written following the forum guidelines. If not, i’d like to know why to avoid it in the future. Also, please update the class icons on the website.

Edit - Added visual example of Flame Type buff and Horde buff.

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