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  1. #9
    Player
    saeedaisspecial's Avatar
    Join Date
    Sep 2013
    Posts
    290
    Character
    Kool Kat
    World
    Excalibur
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Triston View Post
    It's both, buddy, re-read. He's chastising the use of OHKO abilities in mainstream, non-top-tier content. This applies to both Titan HM AND Extreme; tHM because it IS entry-level content and having punishing OHKO abilities that you literally cannot recover from (Landslide) there is kind of silly and oppressive to new players.
    The Extreme comment is noting how the EX primals have moved out of being optional content into general play, because new players get i90 for free from dungeons, then see that EX fights have requirements of like 70 something, so they queue and get ground into dust in 5 seconds flat.
    But that's the thing again, you're both saying that you shouldn't be punished for screwing up, we've established that players are overgearing content, and you yourself have just posted how overgeared you can get quickly now.
    So taking damage isn't a good enough punishment anymore, provided people aren't stacked too tightly Landslides (the only true instakill mechanic in Titan) isn't even an issue at all, it's only 1-2k damage, if that were gone, we'd go back to what i was saying before, content being easily beatable on everyones first attempt, no fun for anyone. The game has been training you to dodge the glowy shit on the floor for 50 levels as well, so the learning curve for dodging has been taught.
    As for before when Titan HM was new at launch, well just look at the reward, it was the gate to Coil and your relic, it was specifically designed to be hard. Now it's training wheel content and we've just established that damage isn't enough of a punishment.

    Quote Originally Posted by Krr View Post
    Your cherrypicking of quotes belies the flaw I am trying to explain here. The problem is: Both. In their original design, Extreme modes were originally not implemented as entry level fights, nor were they implemented as something meant to be accessible to the majority of the playerbase or the main platter of content. Now, thanks to item level inflation and the fact that hard modes have been trivialized and no more are being added to test the current item level, the majority of content players are being expected to do are extreme modes to have anything noteworthy to do in the game. This is bad, because it means there is no pug content being added that isn't made trivial in one day. This is due to artifical inflation, not natural progression, and destroys content life for casual players.

    The problem is that the original design no longer matches the current reality due to ilvl inflation.
    So what would your solution be?
    Nerf Garuda/Titan/Ifrit EX into oblivion until they're just Garuda/Titan/Ifrit with higher damage? Well, now no one learns a thing anyway, cool.
    Increase Garuda/Titan/Ifrit HM damage/HP to be in line with the current average ilvl of the player base? Well now a really fresh player is useless in the fights and no one wants them there because their HP/damage is too low.
    There really is no great solution to the problem, short of expecting players to learn the same mechanics everyone else has. I mean, they're new, they shouldn't have to learn or be presented with a modicum of difficulty until they're near the current ilvl cap, right? Your method would just produce an ongoing problem where new players have an easy stroll until they're at/near the ilvl cap and then they're slammed with mechanics that they haven't been trained to handle.
    Honestly if anything, it's a problem with the pre-50 learning curve, but I'm sure if there was one before 50, we'd have hundreds of people on the forums complaining it's too hard to get to level 50.
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    Last edited by saeedaisspecial; 08-17-2014 at 12:42 PM.