We get it. You don't like CBU3. How many times are you going to say it? Better yet why not give that feedback in places for that game? We don't need you wanking off GoW in every thread you make. Jesus Christ...
Healer design is how it is for better or worse to be more accessible as we had less folks using them at one point.
We have a 2 minute meta because raid people were complaining back in the day. So they shifted to line things up this way.
I can't remember a dungeon in years up until Holminster launch that I'd call hard. Holm and Zot imo are the 2 hardest we've gotten. Normal raids have savage if you aren't doing those shut up. Alliance imo is in a nice sweet spot.
Easier solo instances, I guess we just forgot SE needed to add a new lower difficulty for In From the Cold for a good deal of players. I don't recall that happening often.
Msq explaining the same concept. Have any examples? Cause I see then add to these concepts when they learn more about it like being able to travel to the 13th and possibly now the First.
Crafting I can't speak on, gathering imo was boring enough as it is. Streamlining was quite welcome.
Relics. If you think Exploration zones are "hard" I'd have to disagree. They're fun to a point but they revolve around tedium of the highest order. Them saying "earn the relics your way" isn't them hand holding.
XIV isn't trying to be a hardcore game nor is XVI. The aim is to appeal to the masses and if you dislike it there many routes to take.



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