Results -9 to 0 of 163

Threaded View

  1. #21
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by DinahDemiurge View Post
    I am just thinking back to 2.x and 3.x (and to an extent 4.x) content and I am worried about this trend...not only about the design of the extreme/savage encounters but more-so the job player skill ceilings. It seems to me that the difference between a poor to average skilled player compared to a skilled player is minuscule performance wise. There is no real incentive to actually master your job, since you can be really bad and still do 99% of content. Is this the design style going forward? If so, is anyone else concerned? Higher end content should require near-mastery of your job, shouldn't it? Or am I crazy?
    I always find this kinda strange to be a point. This never made sense because it assumes if youve been playing the game for a while that youll not increase in skill in any capacity, even if youve been trying out more challenging content.

    You know, the plain and simple answer could easily be the player base has averagely gotten better over time while the skill ceiling hasnt been increasing as fast, and thus more people are able to get into more extreme content. Pair this with the fact that balance might not have been as good in previous xpacs as it is now. Alexander might be harder buck for buck, but it could be harder for all the wrong reasons. As a point, A3S became notorious for the dps checks. So much so it was almost required that tanks essentially strip off any stat that didtn contribute to DPS and socket for that. It ended up with tanks being slightly tankier DPS who unless they were very good with everyone else, would get killed by busters. It was a static breaker by how difficult those checks were, and it's not something fondly remembered or widely enjoyed at the time. It was plainly bad design.

    DPS checks arent as bad now as then (short of enrage), but I think fights have gotten more mechanically intensive as the offset. So its a new management of doing a complex mechanic on top of keeping a decent uptime/dps, compared to earlier versions where the focus what seemed more DPS check orientated.

    TLDR - Skill ceiling has gone up, but probably not at the same rate as the average player skill has increased. It makes it seem like things have gotten 'easier' when theyve actually gotten harder, but we've gotten better faster averagely.
    (0)
    Last edited by Melichoir; 10-22-2019 at 03:35 AM.