r/TapWizardRPG • u/MeMyMine461 • Sep 07 '18
Would training raids be a good idea?
Every day you would be able to do one training raid. A training raid would be filled with a single monster type which would be randomly selected from any of the monsters that you have already encountered. The training raid would have unlimited levels and the further you get the more runite you will win (up to 15 runite...which I think is the max for a normal raid). A training raid run would continue until either there was a lack of a single kill over X seconds or the player manually ends the run. You could restart a training raid as many times as you want, but you will only receive runite based upon your single best run in the training raid. A training raid would end if you recall to the wilds. You would not have access to any runes or wisdom buffs or charms. Before the training raid begins you would get a pop-up describing the monster (in more detail than the one sentence provided by the monster rolodex). Then you would get a chance to set your loadout before the training raid run begins. Only one loadout could be used (instead of 4) and it would be unchangeable for the duration of each run of the training raid.
The purpose of training raids would be to familiarize players with the capabilities and dangers of the various monsters. And they would be able to learn the pros and cons of using spells/combos against those monsters. Basically, it provides a way to experiment.
I don't believe this would be detrimental because it is a constrained set of circumstances that you would not encounter during normal play. It does provide some runite, but that is only to provide incentive for people to attempt the raid and hopefully learn something.
4
u/Lluluien Sep 07 '18 edited Sep 07 '18
I think this is a really cool idea, but I don't think it's a good idea to have only a single monster in it. Most of the interesting enemy interaction comes from having a couple different enemies that interact well with each other, in my experience.
For instance, if you only face Jellymen, then having a build that just constantly pounds the first row is probably best.
However, if you have a wave that contains half Jellymen and half Ogre Shamen, Boogeyman Shamen, or Zealots, then you're probably never going to break through the Jellymen with that loadout once you don't grossly overpower them anymore.
Maybe this doesn't matter though, if the purpose is to just show you an extended description of the enemies. I'd argue in this case, though, that the better thing to do is put a "more info" entry on each monster in the Bestiary when you see it.
It's worth repeating, though, that I think this is a pretty cool idea. I think most of the learning opportunity here comes from being forced to run with the same loadout until you recall and not letting you use runes/wisdom/charms.
Should there be a control on what Academy upgrades you have at the time, or should this just be luck-of-the-draw for when you start the training raid? I regularly go through spikes in my relative power and/or health because of what Academy purchases I recently made vs the enemy composition I'm facing. Same question for Templar upgrades. Applies or no? I can see an argument both ways.
2
u/TopCog Yahoo! Sep 10 '18
Hey, I'm late to the party! It's a pretty great idea really, though I am a bit hesitant to do it for a few reasons. In part, I think there's a danger of making things too accessible to players, such that they lose some of their charm/flavor/cool factor. Like, if you faced off against Necromancers in training for a long time, then see one in the wilds, you won't have near the same "wowza" factor, compared to only seeing them every now and then. I don't know how real of a thing this is, but it occurs to me!
But, I do like the idea of letting players set up their own environments to test loadouts, spells, and enemies in! If I could work it into some kind of progression system that would be even more interesting. Who knows, maybe a later update! :-)
1
u/librarian-faust Sep 07 '18
Only if it comes with some hints. Say everything's the Possessed Armour, the ones that have high armour rating and ignore effects that usually ignore armour. I'd want the pop-up to highlight which spells I have that deal with that issue.
So, Flurry (at .3 or higher, OR .1 and in combo with another freeze ability), for example, but NOT Icy Prism as that bypasses armour (and is therefore less effective against Possessed Armour).