And what is the goal of this? Consider: if the unique is difficult at its "boss" depth (which presumably is what you would want), then the player is forced to stop and grind at whatever depth the boss shows up at, until they are able to beat that boss. Is that really desirable?
Back in the old days, we used to treat the game as if there were a Drolem boss at 2000', so we all scummed the shallower depths until we had poison resistance. This was painful. It was slow, boring, and really not very interesting. And fortunately it turns out it also wasn't necessary, since there isn't actually a drolem preventing you from descending.
If you want there to be certain guaranteed challenges beyond Sauron and Morgoth (who are not only part of the endgame, but the endgame in its entirety, and thus exempt from the above), then I would suggest doing it by making there be certain uniques that are guaranteed to show up once you descend past a given depth, until you kill them.
Thus, for example, once you hit 2000', Lokkak will be on every level until you kill him. You can avoid him if you like, you can go deeper into the dungeon, but he'll keep hounding your footsteps. Mix in the Stone Troll Triplets, Azog, Maeglin, etc. -- basically the deeper you go, the more uniques you end up having to dance around, until you've finally had enough and start fighting back.
I find that to be a much more interesting mechanic than a giant slab of beef blocking your path that you have to grind up to beat before you're allowed to continue.
Back in the old days, we used to treat the game as if there were a Drolem boss at 2000', so we all scummed the shallower depths until we had poison resistance. This was painful. It was slow, boring, and really not very interesting. And fortunately it turns out it also wasn't necessary, since there isn't actually a drolem preventing you from descending.
If you want there to be certain guaranteed challenges beyond Sauron and Morgoth (who are not only part of the endgame, but the endgame in its entirety, and thus exempt from the above), then I would suggest doing it by making there be certain uniques that are guaranteed to show up once you descend past a given depth, until you kill them.
Thus, for example, once you hit 2000', Lokkak will be on every level until you kill him. You can avoid him if you like, you can go deeper into the dungeon, but he'll keep hounding your footsteps. Mix in the Stone Troll Triplets, Azog, Maeglin, etc. -- basically the deeper you go, the more uniques you end up having to dance around, until you've finally had enough and start fighting back.
I find that to be a much more interesting mechanic than a giant slab of beef blocking your path that you have to grind up to beat before you're allowed to continue.
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