Are dungeons getting harder or easier with level up?

theSDRexperiment

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I am confused by how dungeons are changing when you level up.

I started a cleric, which I levelled until 15, however had a hard time completing dungeons, esp, any dungeon with a mirror shard.

I wasn't sure if my power curve when levelling up is developing at the same speed as dungeons become harder (higher lvl enemies), or if the enemy power curve is pacing faster as the hero, when levelling up.

So is best to rush many dungeons as possible at a low level, 6-8, or is it OK if I take my time, enjoy farming and grinding, level up, etc... and complete a few dungeons here and there?

I now switched into a second game with a Rogue, with great success so far, at level 7.
 

VDX_360

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Each dungeon has a range of levels the enemies can be, so accessing a dungeon at a higher level will result in higher level of enemies. Note, there is a minimal and maximum. See the Wiki for more details on enemy level range per map or dungeon.

Whether or not a particular dungeon easier at a lower or higher level really depends on both build type and build out plan. Some skills pay faster dividends so there better at lower levels, even if they even out at mid or high levels. Some builds do better at lower levels (1-H warrior with maxed Shield Expert) and some builds do better at higher levels (2-H offensive build).

Of course, class and equipment can play a major role. Having the right elemental residence (fire, ice, death etc) can be more of a factor than level.

Also, if you've played a dungeon before, you as a player might take an advantage of outside-of-game knowledge as well as more familiarity with the game mechanics.

This presumes you're making the comparison based on the same level of difficulty in the game settings.
 

theSDRexperiment

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Granted I am not too analytical about build paths,

game 1 was a cleric on normal difficulty

now in game 2 I am playing a rogue and would like to go hybrid melee/range.
I find the "flanking" and "evade" ability interesting to max, but also archer, precision shot, massive critical seem interesting.

I hope I can play on normal difficulty without needing to run statistics on DPS
 

DavidBVal

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You don't need to make calculations to beat the game at all. But beware hybrid builds, as in most RPGs specialization is often king. Hybrids are great fun, but harder to play.
 

theSDRexperiment

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Thank you DavidBVal, this is the game best old-school experience I have since Baldur's Gate II

:D

Can't wait for your next game.
 

VDX_360

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You don't have to run too many equations--just don't build a flawed character, like a 2-H warrior with all trait point in Agility rather than STR. There are a ton of builds that work well in the game (lots of variations, too). Just a few that are broken, and they tend to be pretty obvious.
 

Atomos

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VDX_360":l32akqrh said:
You don't have to run too many equations--just don't build a flawed character, like a 2-H warrior with all trait point in Agility rather than STR.
How about getting enough agility for Flurry skill? :D
 

VDX_360

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Atomos":6lfagwv9 said:
How about getting enough agility for Flurry skill? :D
Flurry requires AGL 6. So a 2-H build that has trait points invested into AGL can get the benefit of Flurry. There's a pro and con discussion about Flurry for 2-H weapon builds but it's a solid skill with the highest increase in damage points.

But, there's been 2-H builds have had STR 0, AGL 8, no Flurry and the players were confused why their 2-H build did more damage with short swords than giant axes.
 

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