I think interactive agility has a place in the game, but similar to other methods that require more attention (3-ticking, volcanic mine, etc.), I think the xp/hr needs to mirror that. If I have to pay mass attention for little to no benefit, most people will likely rather just run the same course over and over because it's very easy.
Yes, they look good.
As someone who would be able to hit the last floor, I think it the difficulty is most likely fine as long as I can consistently make it to the end once I learn the process.
Nice to not have to carry mass healing items and being ultimately limited by that.
Makes sense as long as the max xp/hr definitely reflects that. If the max xp/hr is only a couple thousand more than ardy (I am speaking about 92+ floors), then I am afraid it would be dead content besides grabbing dark graceful... personally, Id rather it be the meta.
Great idea, as long as I can still hit a good xp/rate.
Items making it easier seems like a nice addition ONLY if this becomes a viable training method. As mentioned earlier, if it becomes dead content in terms of training late game agility, the items become just as worthless.
Thematically, I think its looking great so far. Especially the bot projectiles ;)
EDIT: Spelling: Bot Projectiles shown on stream
Thanks for the feedback. I think balancing the reward to the effort is the hardest part to be honest. On one hand if it's only 5% better than rooftops but requires an hour or full concentration it's dead content. If it's 100% better then it's overpowered and speeding up a skill to an extent it doesn't need to be sped up. Finding the balance between the two will only really be possible once we have finished developing the content and get to playtest it ourselves and on top of that we have to consider how much exp each treasure encounter is going to cost the player.
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