(http://www.gaslampgames.com/2012/06/27/conquest-of-the-wizardlands-pocket-dimensions-banksters/) I don't think the Wizardlands have enough risk right now. As it is, you can look at the spreadsheet of codes or just use a few codes you've saved up to escape away, fight some monsters of the same level, heal, get some xp, etc., then come back fully healed and with all your cooldowns ready. Escaping to a Wizardland is too easy, so let's add some significant risk by scaling monsters to current DL +1. If you're on DL 1 when you go into the Wizardland, the monsters there are from DL 2. And so on. This forces the player to act more carefully and really consider whether or not it's a good idea. Another idea could be to spawn a minimum number of boss monsters in each Wizardland. 1-3.
Water finds a crack ring any bells? But then this will significantly change how wizardlands work in addition to having to redo all the entries for them from scratch. It's good on paper but there are complications that have to be seen to.
I think they do have a risk, though. There's some pretty nasty traps in some as well as the Dreaded Clone Levers. The spreadsheet will only really be used by a minority of players, just as the number-crunching discussions are, so I think for most people the Wizardlands are just right.
The pocket dimension and wizardlands really does make most of the game easier in general. Adding the DL + 1 wouldn't change much, unfortunately. You can already simply save a code or two from the easiest levels even in your current game as escape plans. You don't even need a spreadsheet or knowledge of how the codes work and a few guesses. I'm looking to maybe mod the difficulty levels to make it harder, knowing that since the wizardlands patch, most everyone is fully geared, extremely encrusted, and has a huge inventory (including the pocket dimension) by the lower levels.
Adding DL+1? You mean I can get DL2-grade experience, while on DL1?! I do hope that implies enough how I echo the concerns of others, that this suggestion wouldn't change much. It might make Wizardlands even easier, or at least more beneficial. Boss monsters, however? That seems a little better. But that might make the Wizardlands too obnoxious, because you can't really escape from them. You don't want to outright punish the player for exploring the Wizardlands, I don't think. As has been pointed out, they do have some awful traps. It has to be considered that monsters in the dungeon have their levels scaled based on your difficulty. Does this apply to the Wizardlands, too? If not, why not?
Honestly I think just making monster swarms appear would help. Currently wizardlands just seem like they're full of single stragglers, which makes them a bit easier than the floor you find them on.
Monsters in wizardlands are also notoriously weaker than their dungeon level equivalent because they do not attain the bonus stats for being in a lower level dungeon since wizardlands are considered DL 0.
I do agree Wizardlands should be buffed. They just seem like a walk in the park...then again, everything does since I have 2 infinity+1 weapons. But they always seem easier than the floor you're on, so making them at least on par with the current floor wouldn't be a bad idea. Also, remove the damn clones!
I beat them by using eye laser blasts and rocket punch at a fairly low level. They are easier if you have a lot of sneakiness to ensure that they don't notice you as often.
I had rocket punch at one time when I fought them. It did about 4 damage. Then again, I was probably level 5. Now I always finish the dungeon, and only then do I use the levers. If they spawn clones, I just rush for the exit (I am not sure if they can do anything else, but I always try them). By the way, at what level does it become...safe to engage the clones?
You use rocket punch for the STUN. not the damage. The only way I could dent them was with eye lasers. It was either that or spam bolts, and I don't trust myself to it when they have good dodge and AR. Since then I crafted a clockwork rail launcher and can own them in two-three bolts max, so this is moot anyway.
What if you both added minibosses and reduced the XP gain? That might make it more viable. (Lots of minibosses would obviously pose an XP problem)
I don't know why, but it seems like Wizardland monsters are easier to defeat. Big Reds that normally take three bolts to kill only take one in a Wizardland. So, yeah. Wizardland monsters should scale a floor lower with uncommon "mini-miniboss" esque monsters from two floors deeper. There are about four of them per Wizardland. NTTG EXP wouldn't work in a Wizardland, of course. That needs to be changed.