Further Questions:
A small note: Further separating fresh runners into a separate category means we'll be going just from watching videos being a courtesy that's increasingly expected of people as difficulty and time since release increases... to further disallowing anyone from even learning mechanics immersively (e.g., per a winged/fresh run).
Is that a climate we want? If not, how might we provide similar benefits without these features further reducing gameplay options for others ("rude" though they might be outside a 'fresh' run premade / in parties for which at least a slight majority would likely have watched videos)?
Could similar benefits be had from just improving player means of joining a party at their specific progress level (with finer thresholds than in Raid Finder) in a manner that can't be lied about?
"Raising poor players" just as in getting them through a single threshold or also as in hurting their longer-term (chances at / rate of) improvement?
What content are players pushed through by Echo that would otherwise be a particularly relevant learning experience, and is that loss to player learning likely to matter more to those players or those they will later encounter than the longevity of the content whose use cases are bolstered by Echo?
Despite what these questions might imply, I suspect I agree with you to an extent. One less arguable part, to my mind, is that Echo is gimmicky in that it is wholly bimodal, which can incentivize gimmickily gaming it by just having tanks and healers stay alive until having gotten just enough seconds to generate Echo, wiping, and repeating, so that the fight can then be cleared after. Such strikes me as too weak a deterrent for accessing that ease of a clear to really function as a deterrent (rather than merely an annoyance), at which point I have to ask why players not be allowed to just set the difficulty reduction modifier from the start if it is still to be permitted. Else, it feels like the requirements for further Echo, or the way the benefit scales with progress, should be revised to suit some other intended result than just trading preparatory time for ease of clear.
What aspects?
Would you, for instance, like to see 3D UI components to mark especially significant status effects like Stun, Chain Strategem, Mug, Barriers, etc.?
Would you like to have attacks with fixed movement properties (think En Avant as an AoE)? Do you want movement to be locked in somewhat during certain attacks, more generally (for fewer/less "floaty" animations as seen on a moving/gliding True Thrust or Venomous Bite)?
What are you looking for within that vast/vague umbrella of TERA-like combat?
Not to force you to crack open the whole DRK theorycraft again, but how might you generally exemplify your desired increased "kit interaction" among each tank? Are you looking to just give each tank one versatile tool extra that can make more out of one gauge or are you looking to have skills interact with each other (rather than just with one central node/modifier)?



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