But learning is hard.
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But learning is hard.
Really? Then Blizzard probably screwed up with the implementation, and/or didn't spell it out clearly enough. What I am suggesting in no way changes the original difficulty of the encounter. It also does not minimize the value of the Ifrit drops, either.
What I am trying to shoot for is a win/win situation for everyone, rather than a win/lose situation (which is the worst kind of situation IMO, compared to a lose/lose, because everybody's equal in win/win, and lose/lose)
that was the intention with WoW and see how that turned out. hell they're even gonna add easy mode because normal was too hard for some people.
that takes away from accomplishments. that takes away from your skill because all it says is "im not good enough to clear the intentended difficulty of the fight " and the "why do it hard when i can just put it on easy mode and get shiny gear"
Hard fights aren't for everyone, if you cant do them, just wait for the nerf
When you frame it that way, it perfectly makes sense. What I am trying to say is that for the lower-difficulty versions of the Hyper fight, the damage taken from Ifrit when you screw up should be reduced from the original fight's damage output. That way, you can learn from your mistakes and recover more easily. In the current Hyper fight, one mistake can cost you over half of your HP. That is brutal, and does not offer a lot of wiggle room for a learning curve for players that want to "progress" their way to actually defeating Ifrit at the original difficulty level.