The warden is described as something you can't/don't want to kill. so instead of just "nothing" happening when it dies, why not make it hinder the player somewhat? Why not make it so that when killed the warden gives any players nearby the "Bad Luck" effect. So if the player wants good loot from the announced underground cities where the warden can spawn, they have to specifically NOT CHEESE IT (say by killing it in a pool of lava or similar ideas).
And to encourage players to not "trap it in a box" once it has spawned. Have it give the luck effect to players nearby that scales with how close it is to them. This way players can intentionally summon the warden and begin playing a risk vs reward game with it (how close are you willing to be to the warden while opening loot chests for better/more loot).
This solves the problem of 1) how to make sure players don't just cheese the warden, and 2) encourage direct interaction with it. It also gives a use to the old luck effects that aren't inherently game breaking (you make it safe, no good loot for you. open a chest right next to a warden, if you survive you earned it)
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