Quote Originally Posted by DrWho2010 View Post
it's a nice idea but i don't like the idea of a weather pattern having a constant bleed effect on your hp.

seems overly complex. There's really only 3 high level NM's in Eureka atm - Pazuzu is easy because people actually need it but most don't even want to bother spawning Amarok or Lamatsu most of the time. I don't think most of the playerbase would go for it imo.
My goal was not to design for "most of the playerbase".That's already covered by the current function of Eureka. My goal was to add something into it for EX/Savage level players so they have something engaging to do in there. It's intended to be somewhat complex in order to be challenging and keep you on yours toes.

Quote Originally Posted by Adeacia View Post
Relic steps are never about skill, but time. You want stuff for Savage players? It's called Savage.

Relic is for people who don't do Savage. Thus, it doesn't require skill since it's catered to people who may lack it. Giving more skilled players an advantage defeats the very purpose of it.

I agree that Eureka could be more interesting, but only if it works for even the most unskilled players, since again, that's the point.
I understand that, but I think that's incredibly juvenile design. Why can't Savage players have an alternative path to Relics? Savage is great and all, but it's 4 fights. Fights, I and others have been done for a while now.

Is it really such a crime for me to finish my relic sooner than you because I chose to engage in a more difficult path? Higher difficulty should lead to higher reward. Does me having my relic in ANY way shape or form negatively impact your experience?

Do you by any chance have any input on the actual mechanics therein? Good? Bad? in between?