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  1. #4
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    Join Date
    Aug 2017
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    Ul'dah
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    2,057
    Quote Originally Posted by dejiko_san View Post
    People don't want hard dungeons. Look what happened with Pharos Sirius or the Demon Wall in Amdapor Keep. It started as tough, lots of people complained, it got simpler.

    I won't even get into people quitting as soon as Steps of Faith loaded up..
    Steps of Faith was just bad design in my opinion. Even with a nerf, when you have to wait until the dragon reaches the end to reset the fight (which can be minutes at that), it's bad.

    Pharos Sirius had the misfortune of being synced down to lvl 49. It also did not have a min ilvl. Both of those things probably could've helped. Aurum is not that tough, provided you are wearing at least lvl 47 gear and have players who have a basic idea of what their doing, and a tank who can control their pulls. I've never fought the original Demon Wall in the instance, so I'll have to concede that point to you.

    Quote Originally Posted by BillyKaplan View Post
    I think the problem here is that this is treated as a dichotomy. You're either Savage content or you're casual content, but it's like. Why call things "Hard mode" if it's going to be just another variation of the dungeon that isn't actually more difficult? And if Hard Mode is too difficult for you, then it's because it should be midcore difficulty, not proper casual.
    To be clearer, I agree there's room for more difficulty in the game, but not necessarily harder casual content. We need more difficulty tiers in between.
    Good point. Maybe less focus on difficulty like harder hits, and more focus on stuff like smarter enemies and mechanics, perhaps? Imagine having the healer silenced from an enemy whose hate cannot be taken by the tank.
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    Last edited by KaivaC; 05-02-2018 at 11:00 PM.