# Punishing Journey nerf incoming

**URL:** <https://community.gemsofwar.com/t/punishing-journey-nerf-incoming/82835>\
**Category:** Spoilers\
**Created:** [January 8, 2024, 9:30am UTC](https://community.gemsofwar.com/t/punishing-journey-nerf-incoming/82835 "2024-01-08T09:30:09Z")\
**Posts on this page:** 1\
**Showing post:** 15

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**Author:** ![Fourdottwoone](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/fourdottwoone/32/66655_2.png) [@Fourdottwoone](https://community.gemsofwar.com/u/Fourdottwoone)\
**Post date:** [January 8, 2024, 4:44pm UTC](https://community.gemsofwar.com/t/punishing-journey-nerf-incoming/82835/15 "2024-01-08T16:44:11Z")

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> [@xolid99](#):
>
> Have a hardcap on level. No faffing about with specifics for game modes, it will go wrong.

I’m not really sold on a hard cap, I’d rather see increased points for tougher battles (instead of lowered points for tougher battles, as it is now). It’s okay if battles get more difficult, Journey just needs to lighten up a lot. Other modes assist players in going against higher level troops:

- Invasion has Siegebreakers, which deal huge amounts of damage against towers. High level battles are exclusively against towers.
- Raid Boss has Godslayers, which deal huge amounts of damage against bosses. Battles have 1 high level boss and 3 low level minions.
- World events have medals, which multiply damage output by up to a factor of 5.8.

Journey has Pathfinders, which assist players by chaining multiple turns. Without reliable chaining, it’s like running those other events without their intended assistance tools, and on a turn limit on top.

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_[View the full topic](https://community.gemsofwar.com/t/punishing-journey-nerf-incoming/82835)._
