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  1. #11
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,873
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Perhaps the balance could be shifted a bit, but without making casual players not engage with it.

    They could make Island Sanctuary have the things you described, but to what end and is it reasonable for a developer to think that far beyond the base concept art when developing a patch (not a whole game or expansion)? Explorable ruins would overlap with what variant dungeons are doing which would make a developer wonder if the two things should be merged.

    Which item level? I think that there is a chance they could add the tomestone augment items in 6.3, because there's no reason not to when you can get them from hunts and alliance raids.
    On this note, there is a point where being too casual friendly, does in some shape actually come to a detriment to the casual if it cannot encourage exploration in a meaningful or substantial capacity.

    See, this is part of what I view as an issue, in that everything of the same category must be done within the same content type. Whether or not Variant Dungeons contain a particular piece of content should not necessarily be entirely deterministic of what is found elsewhere in the game. The point would be to add its own little flare or nuance to that. e.g., explorable ruins do not need to function the same. It could be something that adds a dungeoneering-Esque mechanic to it. It would be pretty difficult for me to describe what I mean in this regard without making an entire thesis on it,

    It's really just about the content type creating its own spin on it.
    (3)
    Last edited by Kaurhz; 10-25-2022 at 03:14 AM.