The problem, Fupafighter, is that more and more often SE is relying on luck stacked on luck to equal challenging. Back in the 75 cap days endgame content had a luck generator on items that dropped on top of 24 hour-3 day pop windows, content you could only enter once a day, or in the case of old Nyzul isle content that you could enter so long as you had a tag. No one had gear from the old Nyzul in less than 6 months, not to mention they needed AP for other items of gear or to enter Salvage which had an even worse luck on luck generator for pieces of gear.
It makes no sense to have Luck decide so much of the content to the point that it destroys the chances of getting the gear period. Neo-Nyzul currently runs way too much on luck. You need luck to skip a large amount of floors often, luck to get a floor that takes ~2.5min to complete, Luck that you don't get magic or WS locked on boss floors, Luck to even get the item you want or at all. Most all this luck leaves the average completion rate at 60, the extremely lucky get to 80, but the time they have to beat the boss or hope to go beyond 80 isn't there.
There are New NM in Nyzul also that will challenge the "average pt layout" because it will not always be an NM the average layout will be able to make short work of. The rat NM I spoke of in another post was only weak to Light magic (usual weakness) and roughly 3/10 hits landed on this NM. Single hit WS were most likely to miss, multi-hits could also miss, and even with accuracy food the rating barely exceeded 59% with an additional +60accuracy in gear.
There is already a substantial amount of artificial extenders on the content that makes it so people can not spam this and be pimped out in gear in no time flat. Just like old Nyzul gear was situational in slots, this newer gear is too. This means people will want specific items that they may, or may not get for many runs to come. Couple this with the challenging new boss to fight on the floors (just as challenging at 99 as some of the higher tier 75 bosses were) including the change to have locked out ws/magic, the chance to get decent drops or none at all, and the fact you can't start at specific floors....I'm having a hard time understanding why developers think that relying on multiple luck of the die roll is considered "challenging" when it isn't. It just comes across as rushed development that, like the last few additions they have made, will just end up requiring them to come back and adjust again to make it more enjoyable.
I don't miss HNM/Sky/Sea/old dynamis, but at least I knew what could be accomplished within reason. Whether we got the drops we wanted or not was chopped up to total luck, but at least a decisive choice on how to progress, where to progress, and reasonable expectation of accomplishment existed. This Neo-Nyzul makes me absolutely dread any proposed changes they may have for Salvage or Einherjar in the future.

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