Post edited 8:51 am – May 27, 2011 by Justine
(I have a post with similar/partly identical content on the 2.7/2.8 changelog thread, but thought a threat dedicated to Endless Mode improvements would be welcome. So, if you've got any feedback that you think the developers would appreciate, feel free to post it here.
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This thread is in the full interest of helping develop Endless mode into a fun and challenging way to play 100 Rogues.
Endless mode as I've experienced it so far:
-Very little food. Starvation becomes a real issue even before the end of the first loop.
-Due to the lack of food, starvation avoidance becomes a necessary survival ability, leaving Rogue-Bot and Scoundrel at a disadvantage.
-Difficulty ramping is too low: Bandit Hole and Dungeon monsters are relatively too weak after the first loop.
-Experience doesn't seem to scale. I.e. monsters award the same amount of experience regardless of loop number. This is not an actual issue, just an observation.
-Class balance is uneven: Wizard is practically quaranteed to die of old age, while other classes struggle with completing the first loop. While I don't have any patent solutions to offer right now, a large part of the issue is the gameplay heavily favoring ranged combat.
What I'd like to have changed:
-More food, obviously. I'd prefer for combat to be harder rather than starvation being a default game-ender. The food issue might stem heavily from not having the boss levels with guaranteed meals and shops.
-A buff to Bandit Hole and Dungeon monsters after first loop. First time around they're trying to kill a newbie hero. Second time said hero has gone through Hell already and is a whole lot tougher. I'd love it if difficulty would steadily increase, so that transfer from Hell back to the Bandit Hole would not be a chance for a breather for 3 to 6 levels.
-Even out score/experience income. Now your "progress" (=score) is largely dependent on how much time you spend in Hell(s), since they're the levels with the highest score generation.
-Class balance consideration. This issue is larger than just the Endless mode, but at the moment wizard is infinitely superior to any other class. A well-played wizard doesn't have to take a single point of damage in the entire game. Except from starvation since it is practically guaranteed.
To illustrate the overperformance issue, here's a pic of my first-ever Endless mode wizard's stats (still not dead, on 8th or 9th iteration):


I understand that these issues are likely Wizard-specific, since no other class has as effective avoidance, healing, damage output (Scoundrel is a contender, but since 3xVengeance requires melee range, successul hit and 3 killing backstabs and is single-target only, it loses to magic crystals 9 times out of 10), disaster recovery (Fairy Blessing), equipment (starting weapon damage scales with energy = awesome).
Understandably balancing the Endless mode is tricky business, as there are things to consider that never arise in a normal game, part of it being player power inflation. Most of the time and with most of the classe this is not really an issue, since weapons and armor echant only to +5, skills have maximums and leveling becomes infinitely slower after the first time around.
The wizard circumvents this limitation, though, as energy can be boosted effectively without leveling and spell and wand damage scale with energy increase, making wizard power curve a lot steeper. This leads to the wand dealing 60+ damage per blow, making combat mostly trivial.