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The main purpose of the changes to the Well of Infinite Dreams is to balance combat. This obviously involves balancing combat modifiers, but it also involves incompatibilities and assigned scores.

The first point concerns modifiers that currently grant enemies a fixed shield point bonus or power bonus. The problem with these effects is that they don't adapt to the current WID level. The higher you go through the levels, the less impact they have. Now the power has been replaced by final damage percentages, and the fixed shield points have been replaced by shield points based on the target's health percentage.

For example:

  • Kwakwa's Paradox: "When an ally is moved, enemy summons gain 50 Power. Lasts forever. Stackable." has been replaced by "When an ally is moved, enemy summons gain 5% final damage. Lasts forever. Stackable." 
  • Catseye's Dream: "At the start of an ally's turn, enemies bearing the same Dice state gain 1,000 shield points for 1 turn." has been replaced by "At the start of an ally's turn, enemies bearing the same Dice state gain 10% of their health points as shield points for 1 turn." 

The second point concerns modifiers that are too strong or weak versus their degree of difficulty (dream, paradox, or nightmare). Sometimes, a dungeon keeper's dream had a greater impact than their paradox or nightmare. Other times, the modifier had no impact or, on the contrary, too great an impact because of its effects. 

To address these issues, we first switched some modifiers.

For example:

  • The old Moon's Dream: "During Darkli Moon's turn, players lose 1 MP (1 turn) for each totem on the field." is now the new Moon's Paradox and conversely, the old Moon's Paradox "Each time a Totem is moved, transposed or teleported, enemies gain 10% final damage for an infinite duration. Stackable." is now the new Moon's Dream.

For modifiers that had an unsatisfactory impact on combat, we decided to give them new effects.

Example of a modifier with too little impact:

  • Skeunk's Nightmare: "When an ally suffers an attempt to remove MP, that ally loses 1 AP for 1 turn (stackable)." has been replaced by "When an ally is healed or steals health, their final damage is reduced by 20% and they lose 5% resistance for 2 turns (stackable)."

Example of a modifier with too great an impact:

  • Fraktal's Nightmare: "At the start an ally's turn, if the Aurour is in an even hourly state (2, 4, 6, 8, 10, 12), enemies' final damage is increased by 20% (3 turns). If the Aurora is in an odd hourly state (1, 3, 5, 7, 9, 11), allies' final damage is reduced by 20% (3 turns)." has been replaced by "When Fraktal has 50% or more HP, allies are in the Unmovable state. Otherwise, they are in the Unhealable state."

The last point concerns how modifiers are balanced. Actually, several modifiers had compelling effects for the desired degree of difficulty, but the values, durations, or maximum stacking made them too strong or weak. Adjustments have therefore been made. 

A few examples of rebalanced modifiers:

  • Hanshi's Paradox: Inflicting ranged damage on Hanshi increases his final damage by [5% →] 10% for 2 turns.
  • Royal Gobball's Paradox: Whenever an enemy is healed, they gain 2 MP for 3 turns. ([Stackable →] Max. stacking 5)
  • Al Howin's Dream: Whenever a player is attracted, they lose [100% →] 25% resistance to close-combat damage for [1 →] 2 turns. Not stackable.
  • Kanniball Andchain's Paradox: At the start of each of the Haloperi Doll's turns, allies' final damage is decreased by [20% →] 10%. Lasts forever, [max. stacking 3 →] stackable.

In total, through debugging and changes, around 100 combat modifiers will be affected.

Among the other changes, there is the integration of monster families and missing maps. New incompatibilities have been added to some dungeon keepers. Finally, dungeon keepers' difficulty scores have been updated based on their win and loss rates, so as to promote the most difficult fights and discourage the easiest fights. As a reminder, dungeon keepers' difficulty scores are considered when awarding end-of-combat rewards.

Here's a bonus to end with and, for the most curious of you, a few numbers* regarding the Infinite Dreams:

  • 101,485 fights have been fought;
  • 53,595 fights have been won;
  • 231,325 characters are currently exploring the Well of Infinite Dreams;
  • the Queen of Thieves is the dungeon keeper that players find the most difficult, with a win rate of 2.52%;
  • conversely, the White Rat is the dungeon keeper that players find the least difficult, with a win rate of 86.58%;
  • the Queen of Thieves is the least-chosen dungeon keeper when she appears (2.76% of the time), almost on par with Servitude (2.97% of the time);
  • conversely, the most-chosen dungeon keeper is the Ronin Chafer (70.59% of the time), closely followed by the Royal Jellies (68.23% of the time across all four of them);
  • and the highest level reached is 2,142.

* The figures shown are valid for the period from 01/01/2021 to 03/18/2021.

Category: Game design