I'm very excited for this hotfix but at the same time rather worried. Post-release "difficulty adjustments" to content are almost always nerfs... I can't really think of very many situations where dungeons or encounters were made *more* difficult after release unless it was because there was a bug or exploit that made the encounter unintentionally easy.
AK's difficulty is in a good place now, and if it's going to be adjusted it should be increased a bit, not decreased. Doing AK as a fresh 50 was fun and challenging, but totally doable. I think it'd be a shame to nerf it for people who are just now hitting 50 and haven't had a chance to try it out yet.
I think that was in reference to primal fights, though. Titan (and to a mush lesser extent, Garuda) have proven to be significant progression walls for some players simply because they are too hard for them. As much as I don't like it, I can understand them nerfing those fights a bit to help people who are stuck at them (as long as they add the new extreme modes that present a real challenge).
Nobody is really getting "stuck" on AK or Wanderer's so I hope SE will leave the difficulty as is. Besides, AK and Wanderer's become much easier with gear, whereas Titan is a bit less dependent on gear and more on mechanics/positioning.
Right, that would fall under the "fixing a bug or exploit" bit I mentioned. Regardless of whether or not one considers those speedruns an exploit (an argument I'm not interested in, I loved speedruns), they were pretty obviously not the intended way to clear the dungeon. I'm more talking about situations where developers release a dungeon/encounter, and then realize "oh wait, this isn't hard enough" and increase the difficulty it in a post-release patch. I can't really think of any situations where that's happened.


Reply With Quote


