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  1. #11
    Player
    Malthir's Avatar
    Join Date
    Sep 2018
    Posts
    362
    Character
    Malthir Durnith
    World
    Cerberus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Alzinor View Post
    I agree with making the off tank job and even the MT job more challenging, i disagree with the aggro generation back, tank already have to worry to many thing including moving boss in time, mitigate things, dodge stuff and do mechanics without f***** too much your melee mate and positionnals.
    change and adjust on job and role are based on savage content, since you lack of experience on them you can't know but i can tell you that you have already enough thing to do and i would feel aggro generation return as a painful mechanics without any upgraded difficulty, just an annoying change.

    dungeon design has been simplified to prevent people from skipping pack like you can do in old dungeon or pull everything until boss room with endgame gears and clean the dungeon in 5 min, not to make them more easy.
    I wasn't trying to say they've designed them to be easy. I'm saying they've designed them that way, because we literally wall to wall pull. There's no point in doing any major dungeon mechs, we wall to wall cause we can wall to wall, so dungeon design reflects play. Why can we wall to wall so easy (by easy I mean as an on gear level character not maxed out) because we have infinite resource, because aggro is never an issue, because there is next to no penalty when you mess up. By in large most classes have no resource management anymore, all classes are becoming a meter build and spend class.

    It's a bad idea to focus on the savage and extremes for balance for the same reason I've mainly been referring to dungeons. Dungeons are the majority of what is ran by the player base, it is the content that is most seen and it is functionally the same experience as the levelling experience in the game. Players will spend more time in dungeons collectively throughout the life of the game than they will in savages and extremes. Balancing your game for the lets say 10% of the content and leaving the rest bare, you will end up alienating your player base, most of their time is spent in tedious activities and I would not be surprised if you find close to 80% of the player base never step foot in savage or extremes.

    Outside of the savage and extremes there's not a single bit of content that you can't run while only paying a tiny fraction of attention to it, even brand new content dungeons are auto pilot runnable. The game is no longer engaging, bar the MSQ
    (2)
    Last edited by Malthir; 02-07-2022 at 07:36 AM.