The thing is, as you even said yourself, Relic is a long grind and always has been. Because that what this content is, its the casual alternative to Savage content. I get you want to have more savage level content, I support that, but this is not that content. The latter half of Heaven on High will be something closer to what you are looking for I think.
The problem is if the harder, higher impact content gets the job done measurably sooner then that becomes the path of least resistance, everyone flocks to it, and eventually renders any other method of doing it near impossible. Like eureka currently is, I don't think the NM train is what was intended by the devs, but here we are. I dont think this is a new concept either, players have been ruining games this way since their inception.
To speak to the 3 hours vs 15 hours, thats why there is savage. I have 15 hours but less skill. I need the gear from Eureka to get me closer to the right ilev to even attempt savage. Whereas you with 3 hours and more skill have been able to tackle savage and get the good gear from that which only make things easier for you. Not only that but as a savage level player you are able to get that much higher tier a whole patch earlier meaning I can t even attempt Savage untill a patch or two later when the Ilev gap gets smaller.
Yes, I took that into account, i also mentioned that unless the mechanics you are theorizing become mandatory, no one will bother with them. How many times have you seen a party completely ignore boss mechanics if they were not a real threat or otherwise forced on them. I like that you are trying to involve the magia board and make it more than the simplistic arbitrary feature it currently is, I hope that will come in the next Eureka. And the whole have a HoT to counter a DoT and water shields, IS adding complexity for complexity sake. Are you proposing all this mitigation to be on the onus of the healer or on the individual player? All on the healer, no on will want to do it cause if they dont keep up on it they will be constantly yelled at. All on the individual, you will have healers pissed off that they arent mitigating their damage (get out of the fire!!!).
Your suggestions are neat and admirable but I dont feel you will get the results you are hoping for if it was released to the public. I would be very curious how many times you have run a normal dungeon on the minimum ilev setting? Reason being is I'm betting its 0 times (or once just to see), that feature has been there forever and adds nothing to the player experience because it sits unused. We have enough of this in the game already.
You severely overestimate the average player... First, its hard enough to get people to not stand in the AOE's but as soon as you start adding in un-telegraphed moves all hell breaks loose. Just look at how frequent complaints are about people being kicked from a dungeon for missing one move or simply on the perception they are not playing 100%. Look at the Rabernastre raid boss Haschmel, that is also mid core content. Do i really need to spell out how this is going to work in Eureka? Try mitigating all your cool ideas when the boss occasionally popps out of view or you cant even see whats going on because 100 other people are also hammering on it, it would be like trying to heard 100 white cats in a blizzard...
If Eureka was something that was tighter managed, like all the other content, it might be feasible to implement some of these ideas but this is a pipe dream. Yet here we are arguing over a fictitious idea that will never be implemented and you seem offended you arent getting the feedback you wanted on it. Sorry if its not being hailed as the greatest thing since sliced bread and people arent fawning over the ideas.
The thing is it will only work if they split the instance, like they did with the Normal mode Alex and the Savage Alex, have a completely separate instance with the set of rules you want but I can tell you right now if the rewards for both are exactly the same, no one will do the hard mode, at least not in the number that would make it worthwhile. If you are going to have separate rewards, what would those rewards look like?
As much as I may be knocking on your idea, its because unless the players are properly motivated to do it, they wont. Already rewards in this game are pretty pointless, another couple points in STR is boring and uninspiring. A new design only motivates the people that like the design. Other than that, whats the point of gear for a reward? They could add in a mount, but even if they can add in a reward that generates interest, as soon as people get the reward, they will stop doing it.
Anyway, I think we have both wasted enough of our time discussing this fictitious scenario. While its been fun to kill time, theres nothing more I can really say about it. There are some neat ideas that could be used as boss mechanics for a dungeon but will not work as you envision in the Eureka setting.



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