Tag Archives: Dark and Darker

Proposing a PvE Rogue-Like Mode for Dark and Darker’s Steam Release

As Dark and Darker anticipates its release on Steam, the potential influx of new players brings forth a critical consideration—how to address the learning curve and foster a more inclusive player experience. With the current player base primarily engaged in the intense PvP dynamics, a proposal emerges: the incorporation of a PvE rogue-like mode, drawing inspiration from successful titles like Lethal Company of Roguelikes.

The Proposal: Unlocking New Dimensions

The essence of the proposal lies in introducing a PvE mode that mirrors the structure seen in Lethal Company—a mode where players embark on quests, aiming to achieve specific milestones across 5 to 8 runs. Each run introduces a new character upon defeat, and the dungeon’s complexity amplifies with each passing day. Collaborative gameplay becomes a focal point, with the challenges growing more formidable, but the rewards commensurately improving.

Pros:

1, Diversifying the Player Base:
By incorporating a PvE-focused mode, Dark and Darker expands its appeal beyond the core PvP audience. Games like Lethal Company have demonstrated the allure of “days survived” challenges, catering to players who prefer grinding through PvE experiences. The existing player base may maintain its focus on the competitive aspect, but the potential to attract a new demographic intrigued by cooperative dungeon adventures could prove to be a valuable asset.

2, Facilitating Skill Development:
The proposed mode doubles as a practice arena, offering a space for players to hone their skills in navigating challenging PvE scenarios, confronting bosses, experimenting with builds, and even attempting speedruns. This practice mode serves as a bridge for newcomers, allowing them to familiarize themselves with the game’s intricacies before venturing into the primary PvPvE mode.

Cons:

1, Resource Allocation:
A primary consideration is the allocation of development resources. Introducing an entirely new game mode demands time, effort, and financial investment. Ironmace’s willingness to adapt and evolve, as seen with the acceptance of solo modes and matchmaking, suggests a potential openness to further developments, but it remains a consideration.

2, Impact on Initial PvPvE Experience:
The introduction of a PvE-focused mode might alter the initial player experience, especially for those who are drawn to Dark and Darker primarily for its PvPvE dynamics. Striking a balance that doesn’t compromise the core essence of the game while broadening its appeal becomes a challenge.

Discussion: Inviting Perspectives

While the proposal offers an avenue for expanding the game’s reach and enhancing the new player experience, it is essential to consider the opinions and insights of the Dark and Darker community. How might this PvE rogue-like mode impact the existing player base? Are there additional considerations or potential challenges that need addressing? The discussion surrounding the proposal is pivotal in shaping the future trajectory of Dark and Darker, ensuring that any additions align with the community’s expectations and the game’s overarching vision.

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Adding more spells is imperative

Anyone who fails to see the need for a Wizard buff likely doesn’t engage with the class. Alterations to Meditation, Spell Memory, or even introducing new spells are essential changes required for the class’s enhancement (adding more spells is imperative, as relying on the same five is a substantial drawback).

Upon reviewing the discourse below, a minor adjustment to Meditation—allowing for continued activity without needing to sit on the ground for a third of the match—appears to strike the right balance. Additionally, as I initially suggested, the Wizard is direly in need of a broader array of distinctive spells that genuinely embody the essence of spellcasting.

One particular concern I have is their seeming orientation towards being mere variations of damage dealers. However, should the developers indeed fulfill their promise of introducing all the Dungeons & Dragons classes, it would be more suitable for the sorcerer to focus on substantial elemental damage. Meanwhile, the Wizard should adopt a role that revolves around wielding an expansive spectrum of spells. It’s time to see them flourish as controllers and combo casters. Here are my concepts for spells that could enrich variety and align with the class’s thematic identity:

  • A fog cloud spell (akin to the rogue’s smoke bomb).
  • A grease slick spell capable of slowing movement and igniting for damage when exposed to fire sources like zap or torches.
  • A jump spell that amplifies jump height.
  • An arcane or wizard lock spell that unlocks locked chests and temporarily seals targeted doors with magic.
  • A swift-casting gust of wind push spell causing no harm but effectively repelling enemies and projectiles.
  • A water conjuring spell capable of extinguishing fires, heightening vulnerability to frost and electricity, and forming a puddle that can be electrified to harm occupants or frozen to create a decelerating zone for those crossing it.
  • Additional weapon enchantment spells like ones that imbue frost and electric damage.

Even the inclusion of a few of these proposals would considerably elevate the Wizard, imparting the sensation of a spellcaster possessing a versatile array of tactics for any circumstance, rather than relegating them to a meager fireball bot status. Makes the game more balanced and interesting! Also, Dark and Darker gold‘s final reward needs to be tweaked to give the player more thrills.

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