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  1. #1
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    The whole purpose of lowering potency would be to force healers to heal more. Right now, the vast majority of your time will be spent spamming Malefic III/Stone IV/Broil. If healing saw a decree like you've outlined, healers simply wouldn't be able to DPS 60% of the time.
    Yes, but that is because you'd need to spend all those GCDS on basic healing. You would end up with less overall to bring people up quickly. It would be like main healing as a RDM; you can do it, but there aren't the tools to compensate for massive damage spikes.

    Quote Originally Posted by HyoMinPark View Post
    I mean, I personally find that a lot of the higher-end content is getting progressively easier because the developers are trying to cater to the lowest common denominator in terms of the playerbase. I think that player skill could possibly improve if there were actual difficulty curves when it comes to leveling content (and inb4 someone says “rawr you cannot make leveling content savage-level difficulty”, that is NOT what I’m saying—I’m just saying there should be some sort of difficulty curve there as opposed to gameplay that does not punish you in the slightest for mistakes/failed mechanics). As it stands now, a lot of the original ARR content/dungeons are harder and more punishing on mistakes than the newer SB content/dungeons, and older tiers of Savage are harder than the current tiers (Deltascape was the easiest tier of Savage this game has seen thus far) and I don’t really see that as a good thing.
    The only issue is that if you want a difficulty curve, that has to mean something. It means a lot more failed runs, and times you will need to abandon because people won't get past the boss. What the person you are replying is mentioning that if you make things harder, you aren't going to be able to demand smoother runs of normal play; you will have to accept it will get worse because now there are actual penalties and requirements. If you want harder content to make people better, so you can get harder endgame content, you can't expect people to continue to run expert dungeons in 20 min or trials in 7.

    MCH was never complicated. People expected "gun bard" then acted like they couldn't understand that it was different. Then called it weak (thanks for the overbuffing though). And now they call it "boring" and brainless. That's wrong too. But hell if it gets us overbuffed again, fine. Bring it on.
    MCH at 3.0 launch was incredibly weak, and it was the hardest job to play all through the expansion because you needed to play piano with wildfire to get decent DPS. This wasn't controversial. It literally was all about forcing too many damage and modifier OGCDS into a brief window of time, and even though they slowly adjusted it, most people didn't seem to play it. New MCH was worse I feel because they tacked on heat gauge, when they just needed to spread its abilties out and reduce BS stuff.
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    Last edited by RiyahArp; 02-06-2018 at 02:56 AM.