
Look every single person wants MMos to have dark souls level of difficulty in every mode. The dungeons arent supposed to be challenging thats why there is a roulette.
Also Mythic+ is WoW is hard to do. You gotta get chest for your weekly cap, but because of the gatekeeping you can't. Like no one ever wants more challenging content they always wanna gate keep
Last edited by Izanagi_Fiaresu; 06-27-2019 at 08:31 AM.




There is a roulette to pad out queue times. Has nothing to do with difficulty. Also reminder that this mindset just leads to the usual complaints of "Playing as Y'shtola or Hien in a single fight, with only 4 buttons to press, is too hard."Look every single person wants MMos to have dark souls level of difficulty in every mode. The dungeons arent supposed to be challenging thats why there is a roulette.
Also Mythic+ is WoW is hard to do. You gotta get chest for your weekly cap, but because of the gatekeeping you can't. Like no one ever wants more challenging content they always wanna gate keep
I’ve gotta disagree with you here. Roulettes necessarily dictate game design and difficulty. If a system is going to randomly matchmake for you, then dungeons can only expect so much teamwork and skill. And because the expectation of these roulettes is that most players will run them daily, the expected clear rate in a completely random group has to be very, very high.
The original expert dungeons in RIFT and the TBC-era heroics in WoW are examples of the difficulty you see when developers are free to consider communication and coordination as core requirements. They’re very, veeerrrryyuy different from what we see today, and that’s in large part because clearing regularly involved an organized group or at least “selective pugging” like party finder.
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