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  1. #11
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Velhart View Post
    You and I played a different 2.0 then. Tons of people had a major roadblock with these three primals, especially Titan. The game just got released, most players were still adjusting to the game. Not much was expected from you until Praetorium. Even then, Ifrit hard was definitely a fight where you had to start taking things seriously. Sure with our experience today their mechanics are a walk in the park, but when people were just starting, it was quite an ordeal. It did feel very rewarding downing Titan and finally getting to see Coils for the first time. Experiences feel better when they were earned, not simply just handed to me.
    Yes, but you and I weren't referring to the rewarding experience, we were referencing the methodology and exposure to learning. Unless I misinterpreted it, you said it yourself here...

    Quote Originally Posted by Velhart View Post
    Its not so much about the difficulty, it is about how well you are worked into that difficulty.
    For the most part, we already learned what we needed to, so the same types of mechanics are thrown into easier situations like dungeons. Even for new players, they're being shown at least some similar mechanics as they level or progress their character, alongside completely new ones. The main difference being the watered down version it is, although part of that is due to what I mentioned. The fact we can ignore a lot of them is a testament to it. That being that our characters are over powered compared to how they were during 2.0. Managing MP, for example, was more of a factor progressing than it is now. I mean, its never been a situation where you OOM for casting wasting a couple heals or anything, but it's hard for someone to argue that we have the same or greater degree of difficulty with MP now than we did then. Again, just as an example.

    I know it's by design that we are be able to faceroll those types of learning experiences now, but it doesn't change the fact that they ARE still something everyone experiences as they level or gear up. It just comes down to 1) our own outlook of accepting how powerful/OP our characters have become (as in little to no worries about anything like resources outside of messing up scripted content or rotation) and 2) the devs design philosophy behind why we're that OP. Learning the mechanics about something is one factor about difficulty, but it will become stale because once we learn it, we know it. You'll almost never have that same degree of difficulty again with the same mechanic thrown at you and there's only so much that can be done before that well of completely unique ideas runs dry.
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    Last edited by Welsper59; 08-26-2016 at 10:28 AM.