you're excused, i was more referring to pass-fail mechanics being used more in ultimates and not savage/extreme where they are now more frequent
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As a primarily melee player I really dislike the giant hitboxes. Figuring out how to squeeze in as much uptime as possible for each fight was fun.
It's a single player game. It came out, they played it, they beat it. Not much else to talk about.
Savage has been midcore since creator.
I feel like they tried midcore with Orbonne and then saw both casual and hardcore players avoid it at all costs and said forget it no one actually wants this they just want to talk about it.
CLL/DR/Dal is what I'd call midcore.
This discussion's difficult because we don't have the exact numbers for player growth and it's hard to define "this is where they made the jobs easy," but from my perspective Shadowbringers was where the game REALLY took off hard in terms of player-count and new player recruitment and that was also the expansion where we saw a lot of job design philosophy shift into the "just simplify it" route. For example, I remember a lot of ASTs complaining about their card mechanic going away around this time, and most of the brd/mch mains I knew were kind of upset around that era as well because their jobs had changed a lot in a way they felt was "dumbing down." Meanwhile, everyone I knew who played in Heavensward talks about its postgame period as one of the deadest times in the game's history; like whenever I complain about post-EW there's always some HW player pulling up to be like "this is nothing compared to how bad it was back in my day" so to say the game grew just fine during that period might not even be accurate from SE's perspective. It's just hard to say. To be sure, I'm not out here trying to justify dumbing things down for mass appeal; I hate it. But I can see why a dev at square might see the timeline and the amount of complaints over anything difficult and think that most people just want things to be easier.