Quote Originally Posted by Vieilocean View Post
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I did read everything. Those are just the worst parts of your "idea", for the group you are trying to design something for at least.

Mid-core don't do things just "for the challenge". They do things with moderate difficulty, that aren't completely punishing in a PUG (EX Primals, 24-mans, dungeons, Normal Alex etc), and they don't spend hours on one thing. Many wish they could raid, but lack the time and dedication to be in there before gearing up and/or nerfs, unless they get lucky with a casual static. And they still need a carrot on a stick to get them to do things.

This group, like casuals, also hates needless and needlessly punishing mechanics; restarting the entire thing right at the end is needlessly punishing for content at this tier, for example, especially if its taken and hour or more to get to that point (heck, even hardcore will walk away from this after seeing this happen).

As for mechanics, if none require group coordination, and are all easy, there's no challenge and little fun. But with the no respawn, it sounds like they're going to be on the "tougher" side, which is also no fun.


Also, you have to lock the best stuff behind completion; if you can get the same loot right at the beginning of the instance, no one is going to do the whole thing, just zone in, open first chest, zone out, repeat. Its also why random chest usually drop filler items (pots, prisms, etc) no one wants.