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.
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).
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?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.
I asked this to another poster, but they ignored me because it didn't fit their agenda.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.
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?
They are mandatory.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.
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.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!!!).
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.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.
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.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%.
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.
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.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...
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.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.
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.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?
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.
What company are you referencing as being creatively bankrupt since inception? You referencing FF14 and just trying to not get banned lol?
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).



Reply With Quote

