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  1. #11
    Player
    Fluffernuff's Avatar
    Join Date
    May 2016
    Posts
    418
    Character
    Aethys Aeon
    World
    Goblin
    Main Class
    Gunbreaker Lv 80
    double posting for the sake of not having 1 massive word wall that diverts from the initial post, i apologize;

    I'll admit to and not having experience in 1.0 crafting. i joined midway through into 3.1. But even looking back at my beginning days and getting to omnicrafting before SB hit... it still wasn't "hard". at the worst, it was RNG and gear gated. Hasty touch was a staple for it's quality increase at no CP cost. but a 50/80% chance isn't reliable. Maker's mark and Flawless synthesis were also staples during this time. sure was hard getting your goldsmith to level 54 and pressing the same 1 button 28 times before starting an actual rotation, wasn't it? if 1.0 was dependent on or revolved around abilities like hasty, and it was "hard" because things weren't reliable... then I will have to agree to disagree. that isn't hard. that is simply tedious and rewards were unearned.

    Frankly, Hasty failing on you wasn't hard. it was tedious. you didn't fail because you were terrible. You didn't fail because you didn't understand what you were doing. you failed because the game said so. you were punished for doing the proper ability for the proper reason. That isn't "difficulty".
    There's a reason traditionally "hard" games that are ACTUALLY beloved (Dark souls, contra, battletoads, rogue, etc.) have little to NO random elements- they are games of patience, memorization, learning, and execution, and punishment is swift. you immediately know why you failed, when, and what needs to change on YOUR end.
    This is the same view i hold towards the "excellent" and "poor" conditions. "poor" exists as a counter or punishment toward receiving "excellent"- a benefit the player has no control over and therefor cannot always receive the benefit of.
    (2)
    Last edited by Fluffernuff; 10-23-2019 at 05:41 AM.