To me, a bunch of OHKO mechanics is artificially difficult. I'd rather have content about playing my class really well than figuring out what a bunch of nonsensical markers are supposed to mean...
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More stuff, nothing crazy.
A1 New Mechanics in total: Hypercompressed Plasma, Magic tank buster does 25k unmitigated
Resin Bombs now linger where they're fired for a decent amount of time.
Gunnery Pods when fired by both Oppressors do about half health on everyone most times.
4 Nuke Lasers mean 4 adds that have to be killed in 4 specific places.
Resin is fired during adds if there is not big burst on them.
Resin is fired during jumps, one at a time possibly at random targets.
Jumps land in opposite corners, then together, then opposite = enrage afterwards
Write-up credit to Ismenian on BG
I never said the current way they design encounters weren't artifically difficult too..I just said dps checks were..Of course mechanics that just require memorization are artificially difficult. Randomization and intelligent AI would be actual difficult. And once you learn to play your class..Unless they nerf or buff..your always gonna know how to play your class. So your not doing anything new...
Personally i wouldn't mind content that goes away form the norm and i don't use my class at all...
The problem with randomization is that it is not diffcult either, it is just bad RNG that screws you. You can either get lucky and get 4 clears in a row or get unlucky and die because Boss spammed tank buster. With no regards on players skill or whatever. I think the level of random that Shiva and Odin had was nice, they should do more of that.
And whats wrong with;
-We hit Enrage, we need to do better.
-We hit Enrage, Lets come back with better gear.
-We hit enrage, are the Healers comfortable doing some DPS?
-We hit Enrage, Lets try a different strategy.
Why exactly do we need to little magic number to tell us where we went wrong?
Learning a fight means more than just knowing what the markers do.
Figuring out the best way to maintain maximum damage on target while also dealing with mechanics is 'learning the fight'.
Trial and error combined with repeated attempts and group communication is all we need to clear content.