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  1. #10
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by ZohnoReecho View Post
    My AK example was not about iLv but more about how much you can dumb down something. What is an easier fight? A fight where you don't die? Or don't die too much? Where the only big moves remove 20% of your HP at best?
    Maybe a fight where you just have to memorize 2 or 3 boss moves and half of them can be ignored since the damage is so low?
    It's not an easy dungeon. It's just that people are doing the dungeon with an ilvl almost twice its requirement. Case and point, I thought they removed the flies from the wall encounter, but it turns out we're just killing it so fast they don't even spawn. Same thing happens with the glowy death balls on final boss. The boss dies so fast he doesn't even hit phase 3 to use it anymore. Therefore, it doesn't matter how interesting an encounter they make because the ilvl will rip it a new one the second ilvl hits critical mass.

    On a side note, that wall encounter was supposed to teach new players to watch for cast bars, max their dps, and avoid falling to their death. How can the wall encounter accomplish that goal when new players can deck themselves out in ilvl90 equipment shortly after hitting the level cap? The vertical progression problem aids the destruction of the ladder needed to turn a new player into a competent raider, so people have difficulty dealing with the harder end game encounters. The only way to keep the ladder current in vertical progression is with multiple difficulty levels or two separate dungeons that cover the same kind of encounters in the current content.
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    Last edited by Fendred; 08-24-2014 at 11:58 AM.