Results -9 to 0 of 90

Threaded View

  1. #23
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by CorbinDallas View Post
    Sorry OP, I was too busy being snarky to give my input earlier.

    I do like the idea of weather effects, however certain things such as the persistent damage over time is not what I had in mind. Now that I mention it, I did comment to a friend how disappointed I was when I ran into a tornado and it didn't do anything. Perhaps just keeping it simple such as elemental weaknesses/strengths are modified in certain weather? For example, if it's raining, water element mobs become stronger and slightly more resistant to lightning? Gales giving mobs a haste buff? It's more challenging and makes you pick your battles more wisely, but it's not so difficult it excludes people of a...certain demographic.

    The magia board in general could use some work, as right now it's simple stack 5x in one element and switch as needed. Perhaps some dual aspected enemies might spice that up, I don't know.
    lol - I saw.

    When you saw the Heatwave effect (HP drain weather pattern) did you think about its applications and counters? It's easily reversible by simply equipping Fire or Water in your Magia board (Fire will reduces its incoming damage as well as provide a HoT effect). Water, provides a persistent shield that eats the damage.

    The idea would be that this effect in a vacuum (to players strictly only focusing on NM trains/soloing mobs) would hardly be affected. The effects would only truly be dangerous if you were hunting the dangerous monsters I designed.

    Quote Originally Posted by MageBlack View Post
    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.
    So to be clear - you think it's ok that "casual" players get normal mode alternative to savage, but savage/ex players get no alternative to relic? You recited the same point I already rallied against. I VERY STRONGLY disagree that just because something was X in the past means it cannot be X + Y in the future.

    I didn't care for PotD much (and won't if HoH is the same). It's boring content to look at and play through and heavily gated by RNG, not skill. This actually kind of helps support my point though. The development that went towards HoH could easily have been applied to Eureka thus giving savage/ex players something to do in there. They could have then taken the time to ensure HoH had ample content for both "casual" and "hardcore" (I HATE using these words as a measure of skill btw, hence the parenthesis).

    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.
    Wait - so you're implying that someone who's never set foot in savage is going to drop the mob chains/FATEs to participate because it's the path of least resistance? You realize that's incredibly inaccurate right?

    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.
    I asked this to another poster, but they ignored me because it didn't fit their agenda.

    Imagine this scenario:

    Relic weapon models are now a reward from Savage. No more glows, or unique models for Relics. You get dyeable normal mode raiding weapons now for completing relic quests.

    Are you ok with this?

    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.
    They are mandatory.

    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 element is a decision you as a player make depending on the effect you want/need, the mobs element, and the weather. If people aren't intelligently swapping they'll eventually die.

    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.
    Other than the beginning of each expansion (for instance, I cleared Susano EX in i297 gear and had to cheat the ilvl to enter)? Never. It's a useless thing that offers nothing. However, this has absolutely nothing to do with my concept.

    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%.
    I mean, I've been playing since 2.1 and I've never once seen someone get kicked for missing a single move...Then again, you're still missing the point. It's clear I didn't make this clear.

    This piece of content has absolutely no bearing on ANYONE who wants to currently work on mob chains or FATE NM trains. You will still continue to do that.

    What will change is that some players will focus on something else that's actually fun to them.

    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...
    Not sure if I mentioned it, but the mobs would be only available to fight by the party that spawned them. It wouldn't be zergable.

    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.
    Your feedback was fine until this little bit. I'm not offended at all. I was defending my concept. I'm not perfect, there are obviously ways this could be improved. All I've asked for is for people to quantify WHY they feel the way they do and to go into detail.

    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?
    Why would the instance need to be split? Why would the rules need to be different? It can easily exist in the same area based on the rules I outlined.

    I already kind of outlined the rewards. It would allow me a savage/ex player to participate in content that is more challenging and would allow me to accrue resources more quickly than someone who chose the "easy/mindless" way. It allows me to have MY version of mine while you have yours and we both head to the same goal.

    Quote Originally Posted by Remedi View Post
    It is bad though? A certian company has been creatively bankrupt since inception and still pretty popular also a certain game was universally praised while beign essentially nothing new, shouldn't we ask for actually good working content instead of creative one?
    What company are you referencing as being creatively bankrupt since inception? You referencing FF14 and just trying to not get banned lol?

    Quote Originally Posted by Bahati View Post
    While I don't think Eureka needs to be "harder" for the sake of it, I do wish some sort of content would not be a slightly different version of what we already have. It's not about the difficulty, it's the redundancy. Why are we always killing endless trash to spawn a boss and melt it down? How engaging can this possibly be when we've already had hunts and two different versions of Diadem?

    Supposedly people asked for this so I won't say it's useless content. It just seems like so much wasted time and potential (and our money?) on something only a minority of players seem to enjoy.
    Eureka isn't getting harder. It's merely the opening of a new more challenging/engaging avenue. You can still go about it the old way, i.e. mindless zerg/mob chains, of if you like challenging stuff you can try hunting the hard monsters and accrue stuff more quickly (if you're actually killing them).
    (1)
    Last edited by KaldeaSahaline; 05-03-2018 at 05:51 AM.