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Member Since 02 Jan 2018
Offline Last Active Mar 14 2018 09:02 PM

Posts I've Made

In Topic: New Idea for KOT New base stats

14 March 2018 - 02:57 PM

This is a great idea though I am not sure if I have seen a similar suggestion before. Anyway I would love to have those stats in game so you can actually see if your guildmates are right when they say things like "Pff, did your dungeon 1st try." :D

Also as you said this woud be a good indicator to measure your dungeon's weakness or strength. But in my opinion just a table below the "Test dungeon" button in the guild chat containing the amount of deaths of the players who actually managed to complete the dungeon would be enough. I like keeping things as simple as possible. :D

In Topic: Gaps In Dungeons

13 March 2018 - 03:46 PM

The new dungeons would probably be plainer then some current dungeons to compensate for the change.

Yeah you're right it all depends on the overall layout of the dungeon and availiable traps. I'm actually curious how this would work out in game.

And I would like to see those gap dungeons aswell as some platform dungeons added to the arcade mode with some new levels and maybe another gem mine, but that's a different story. :)



Nice profile pic by the way.


In Topic: Gaps In Dungeons

13 March 2018 - 01:10 PM

I like the idea, though I think dungeons with those gaps would be way stronger than the current ones. True, at the moment I consider some dungeon layouts better than other ones, but this would be on a new level.


(Although more platform dungeons would be my first choice).

Yeah, I think the same. What I like the most about some dungeons, is that with a little creativity you can make them have sort of a "gap", means that if you go past a certain point in the dungeon you would be stuck. In my opinion more of those kind of dungeons would make more sense, since it would be up to the player how he wants to make use of the potential of his dungeon.

In Topic: Roaster rework

11 March 2018 - 08:04 PM

What really would have been a better thing to add would be more platform/gravity switch bases. Don't add more traps- experiment more with what you got!


That is what I was thinking, and therefore I thought the 4x4 solid block could be one possible solution.


Let's be honest- in 90% of situations, the roaster just sucks. I don't think there's a way to rework it without completely changing it. It has so little variety and is overall useless.

I wouldn't express it that drastic but in a way you are right. It is almost too easy to avoid dying from the roaster, only if you need to dodge another trap it can become an issue. Given that one trap gets disabled you are in addition losing the dangerous potential of the roaster which weakens a dungeon by way more than usual. At least that is what I have noticed so far.


So here's another thought:

The Roaster's death timer could directly depend on the distance between the player and the Roaster. Means eg. that if you are touching it you have jump almost immediately and you can kind of rest when you are far away from it.

In Topic: Roaster rework

11 March 2018 - 04:39 PM

I‚Äč ‚Äčlike this idea, but i think the trap size should stay the same and instead of being a solid block it should kill you instantly. Instant death makes more sense to me because, if you think about it, touching something hot is going to burn you instantly... 

Well correct me if I'm wrong, but I think there already is a not moving trap that kills instantly by touching it and that is the saw. :P