Dungeon rewards

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Dungeon rewards

Postby azrid » Wed Jan 22, 2020 9:34 pm

Switch bat dungeon and other dungeon final reward.
Hearts are too strong of a reward to be so easily accessible.
Completing credos needs a relief as you are required to have many of them to keep up.
Last edited by azrid on Thu Jan 23, 2020 12:56 am, edited 1 time in total.
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Re: Dungeon rewards

Postby overtyped » Wed Jan 22, 2020 10:21 pm

azrid wrote:Switch bat dungeon and other dungeon quest reward.
Hearts are too strong of a reward to be so easily accessible.
Completing credos needs a relief as you are required to have many of them to keep up.

Bad idea bad you. The hardest part about dungeons is finding dungeons. It's fine how it is.
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Re: Dungeon rewards

Postby azrid » Thu Jan 23, 2020 1:01 am

overtyped wrote:The hardest part about dungeons is finding dungeons.

I guess you don't make any new friends while playing the game.
Finding dungeons is really simple if you know all the hermits around your area.

Farming hearts to up your hp with no diminishing returns is retarded. Not to mention how people have bought them to get an insane boost to their hp.
You can buy tokens and trade them for hp. P2W game.
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Re: Dungeon rewards

Postby DPblH » Thu Jan 23, 2020 9:22 am

Just dont pick em. Or buy more. Whats ur problem?
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Re: Dungeon rewards

Postby wonder-ass » Thu Jan 23, 2020 9:53 am

DPblH wrote:Just dont pick em. Or buy more. Whats ur problem?

"Not to mention how people have bought them to get an insane boost to their hp.
You can buy tokens and trade them for hp. P2W game"

are you retarded serious question?
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Re: Dungeon rewards

Postby vatas » Thu Jan 23, 2020 11:04 am

Even if Heart Containers only dropped from most difficult dungeon, they still need diminishing return or something like that to prevent someone gathering hundred of them and becoming unkillable juggernaut. I kind of like the impact they make on trading by adding powerful in-game acquirable item that people would like to trade for but something like WoW's soulbound items where only the people who killed the dungeon boss could use it (for better or worse, this wouldn't prevent people from selling boost runs)
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Re: Dungeon rewards

Postby overtyped » Thu Jan 23, 2020 11:34 am

vatas wrote:Even if Heart Containers only dropped from most difficult dungeon, they still need diminishing return or something like that to prevent someone gathering hundred of them and becoming unkillable juggernaut. I kind of like the impact they make on trading by adding powerful in-game acquirable item that people would like to trade for but something like WoW's soulbound items where only the people who killed the dungeon boss could use it (for better or worse, this wouldn't prevent people from selling boost runs)

Unkillable my ass. You don't know how pvp works or else you'd know how stupid what you said is. Even if your hp was 10,000 if you are surrounded it's over.
and every heart container someone takes is making their losses all the more severe if they get surrounded and die.

Just because your favorite mmo does something it doesn't mean haven needs them too.

Every convenience and diminishing return you add only reduces the fun of getting strong, all so that a casual noob who won't put in the effort to get strong can still be just as competitive. Don't we already have 10000000 mmos like that? Once you get max level in those games you are on the same playing field as everyone else. With a million mmo's like that you can play you want haven to be just like them?

That's the issue with some people, they will try to change an mmo to what they think they want until it's not the same fun mmo they fell in love with and wonder where it goes wrong.

Instead of attempting to reducing one of the things I personally like in haven, how about you go play this game instead and never come back ? https://store.steampowered.com/app/3706 ... ds_Racing/ It's hello kitty racing so i'm sure this'll be right up your alley.
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Re: Dungeon rewards

Postby Zentetsuken » Thu Jan 23, 2020 12:07 pm

There is no need for any items to give stat boosts outside of eating.

Remove heart containers entirely.

The concept is broken. It's a bad, unfitting and unthematic homage to other games.

Things like garment needle and abyssal insight are plenty OP, nicely thematic and are fair rewards that would keep dungeons worth doing.

Having additional materials drop that can go towards crafting special, ultra-cool looking aesthetic clothing would be very cool too. Perhaps there is a full set of Ant, Beaver and Bat clothing that are purely aesthetic, or maybe even semi-useful and slottable? Bosses could drop a piece of said outfits or some random amount of materials required to craft pieces of said outfits. Maybe when you wear the full entire outfit you get some fun coloured glowing aura or something.
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Re: Dungeon rewards

Postby wonder-ass » Thu Jan 23, 2020 2:46 pm

you dont need to remove heart containers chaning it from giving flat out hp +10 to con+10 is already a good nerf. early game strong late game not so much.
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Re: Dungeon rewards

Postby azrid » Fri Jan 24, 2020 12:24 am

All the above mentioned solutions are fine(making them boost con, removing them or making them less available).
I personally like leaving them to the hardest dungeon just to limit their availability severely.
It wont make much of a dent in balance imo if they are still left in bat dungeons. Right now any noob can go grind ant dungeons which fuels the imbalanced characters.

I hope they choose any of the options to change heart containers and only do it after world reset.
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