I'm just being honest: If you are still stuck on p10 enrage since week 1, it's not the fight or PF that's stopping you
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I think it's just different visions for what the developers want the game to be.
Usual disclaimer that I know this is subjective / might be "looking back with tinted glasses" / etc, but...
I feel like older Savage designs were more about creating an experience with a lot of potential paths out of it, and a lot of interesting and unique ways of approaching that — like I think all four floors of Creator were very creative and memorable encounter designs, and eg, Sigmascape, felt like it had a lot of different ways to get from Point A to Point Z depending on strategies, comps, and how-and-what "went wrong" in a given pull.
And the modern Savage design is trying to create more of an "arcade" experience, where what you need to do is more clear, strict, and direct; you just reboot if you do it wrong; the overall experience is meant to be "quicker" and "more efficient"; and the fact that the boss has HP is mostly just to serve as a method of giving the encounter a timeframe to completion, and to provide the player a sense that the buttons they're pressing are "doing something".
...But then again, my selective memory may just be glossing over things like Chadarnook and the realities of Refurbisher, lol.
Actually yeah, what happened to "floor 3s".
I know this is entirely-subjective, but it feels like "Floor 3" used to be more... memorable? Something that built linear momentum and complexity as you worked towards the final floor of a tier — stuff like CC, Halicarnassus, Guardian, Omega.
Then somehow "Floor 3" has become repositioned into a weirdly-rote, drawn-out snoozefest, while "Floor 2" has sometimes (but not consistently) taken over the old "Floor 3" role as the "ahhh, ahhh, ahhhhhhh" fight.
I'm not saying that everything has to be akin to (crosses body) Shadowkeeper's "Bill & Ted's Spatial Reasoning Adventure", but I am a little confused by why "Floor 3" has started to frequently become a prolonged "going through the motions because I want pants" experience.
savage and raid design has been stale for years. bosses do the same 50 mechanics in a row on a timeline for 10 min with the one or 2 wipe mechs if anyone is dead.
I am surprised they still call it a raid while it is just a glorified mini-trial while Alex was the last actual 8man raid.