You misunderstand me. I am by no means telling you or anyone for that matter what level of difficulty they should find enjoyable. However, what I am telling you is no different than the players who want casual content scaled up in difficulty; and I tell them that the level of challenge that they find enjoyable does not, and cannot determine the level for everyone else.
I am also not telling players to be happy because they keep failing the duty. I am advising that players embrace the experience. To find more value in the encounter than just getting a clear, and picking up your weekly reward/currency. When you do not have any other value about the encounter, then it becomes a complete waste of time when you do not get the clear. This does not mean to not value the clear, or strive for it. What it means is that this content is set at a difficulty level where clears are not guaranteed, and will require work and coordination from the players involved. If you want to do this content AND enjoy it; it is imperative that you find value elsewhere in the encounter. That is what I am telling you.
I haven't cleared the fight yet. I am right there with everyone else who have not picked up Faux Leves this week. I do care about your view on the matter otherwise I wouldn't be responding to you. A person not in total agreeance with you is not automatically your enemy.I kinda seems like you do. You seem to delight in people repeatedly failing at content you can do easily because of some misguided idea that if you make them miserable enough they will get to your level. God forbid people have lower skill levels and ask for something to be a level of challenge between auto-piloting Expert/Normal and meatgrinder Sav/Ex and now Unreal. It seems like whenever people do ask for something in between the immediate response is always some variation of "git gud", "stop trying to take away my hardcore content", or "lol no one cares about your opinion scrub".
What I am trying to do is offer a different perspective on the matter, and enlighten players to the experience that is taking place right under their very noses. I will defend casual content from having its difficulty increased until I pass out. Likewise with Unreal content and where its difficulty is scaled at. This content is supposed to be designed in a way where the team is not rewarded for incompetence. Players can derp all day long in casual content and still clear it. This content is not like that. The enjoyment I derive from players learning this is exactly that; they are being humbled. They are being let known that constantly screwing up and derping your rotations will result in failure. It's same kind of enjoyment a person gets when their younger sibling goes through the same experience they went through.
While this fight has definitely been one of the harder EX/Unreal encounters I have done to date; it is actually less mechanically intense than some other EX fights I've done. Dying Gasp and Seat of Sacrifice EX were both much more demanding mechanically than this fight.Why does every piece of high-end content have to cater to the top 20-5% of people who can clear savage (this Unreal is at least on par with an early or mid range Sav from last tier in my experience)? Because we know those are the actual number from clearing the first and last fight of a tier while it's current. Can't there be something for the rest of us that doesn't require 100% of our mental energy for hours on end just to break through a wall?



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