Adjusting difficulty
Added 2025-10-01 15:30:10 +0000 UTCI haven't had a lot of negative comments yet about difficulty when it came to Maze Power 2, but I feel like this is something that may be important. I do not want my players to feel like progressing is painful.
With the update of Ruby's growth arc, I did rework balance quite a bit, also worked on Amber and Pearl already to better adjust the maze preemptively. I'm still not completely satisfied on balance, but I need to push updates and keep things going, in the meantime you can help me determine what's fine and what needs fixing.
I'm also interested in creating an easy mode. Maybe just lock a couple achievements behind not playing in easy mode, but then again, I would need to make achievements, wasn't sure how to handle everything and was collecting data in the wake of it.
Please tell me how you feel about it.
Comments
I would like to update my choice. The moment you have Level 6 cards Maze Lv. 2 is no challenge anymore. With my current run I only lost 90 LP in total, Darhound, Fjorra or even Dawn are no challenge anymore after my second round is done. :/ I would like a Hardcore-Mode or a Challenge Mode where so long enemies spawn until my LP are 0. And every 5th round a stronger enemy drops, every 10th round a Boss.
hoped1988
2025-10-23 14:33:28 +0000 UTCOne thing I've noticed is that it still takes shards to start the progression fights. For fights that are meant to be challenging, especially if you don't have the correct build prepared, you could easily drain through hundreds of shards trying to unlock the content meant to be played. I think this holds back progression a little too much. So if you are worried about the grind of the game, I would recommend removing that feature.
Kulpikuku
2025-10-10 07:47:02 +0000 UTCBesides tension mechanism, Ruby seems to lack Aoe DMG towards the keep reviving mobs of the boss fight for stage 4(Maze 1 and elite for 2). I remembered it used to be killed once was enough. Berly overcome it by large stack of fission or just stack poison to the main one. I wonder if it was changed during the update.
bruceschool
2025-10-04 15:50:14 +0000 UTCHaving toyed around with Ruby some more I think the issue is that tension is simply a resource gate while the others all have a bonus on top of that with their gimmicks. Beryl can save mana, cowgirl gets bonuses for pulling the milk cards from her deck, muscles get pass bonuses to her stats. Ruby just gets more tension to fuel better cards, but it's not like you get a bonus for being at or below certain thresholds for tension. Generally you'll have so much tension later on that cards like morning wood are useless outside of being combo'd with climax, and in general she does not have all that great of defensive options when compared to the others because she's got a single defensive card that lets her get it for free effectively with high tension otherwise she's still relying on the standard 3 mana pool from the get go. This mostly comes up in the final floor where the damage was fine for Beryl at that stage, but Ruby just does not have the option to weather 60 damage consistently each round unless she's got her tension spent=block card and that still relies on you having a card that can actually burn through all your tension in your hand.
Gadflow
2025-10-04 15:00:56 +0000 UTC