Page 2 of 2 FirstFirst 1 2
Results 11 to 12 of 12
  1. #11
    Player
    Taliriah's Avatar
    Join Date
    Jun 2021
    Posts
    334
    Character
    Makoto Hinata
    World
    Louisoix
    Main Class
    Viper Lv 100
    Quote Originally Posted by Sunako View Post
    I think this would be good idea to make old content relevant? Fights like second coil savage or old ultimates could be pretty cool to clear with current max level skill set.

    Nobody want to play level sync lvl 50 content once they miss half of their skills. Why cant we scale old bosses to lvl 100, so we can use full skill set we have?
    It's probably a development resource allocation problem. (aka "do you prefer devs to rework old content or make new content?")
    (0)

  2. #12
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Taliriah View Post
    It's probably a development resource allocation problem. (aka "do you prefer devs to rework old content or make new content?")
    I would rather every expansion go back and revive some old content. Though the changes to Totorak feel like they took the wrong complaint and instead of making it more fun they just turned it into a tiny map with nothing to get lost in, when maybe they could bring back the huge 1.0 version as something between a "expert" and a "variant" dungeon that is just big and full of optional fights.

    The problem is that the 1.0 dungeons were very copy-pastey open world designs, so even if they did, I'd want something that actually looks like it "aged". Likewise bringing back 1.0 Mun-Tuy Cellars would have the same problem.

    Revamping 2.0 content to scale with current power creep has a different problem where say, those initial three dungeons (Sastasha, Copperbell and Tam-Tara) had different designs in 2.0 than they do now, and if you wanted it to be fun and able to use current skills on it, would need to pretty much need to throw more road cones in the way to the boss room, and that original version of the slime boss would need to be unkillable, not bleedable with DoT's, until the bombs are placed. Honestly that mechanic was pretty fun originally. The final boss likewise used to infinitely spawn more adds once it broke through the wall, and thus it used to actually be difficult with new players. If that fight scaled up, it would just result in a lot of wipes because those adds used to hit pretty hard, you were supposed to kill them, but by late 2.1 players were just burning the boss down and ignoring the adds. Same with the Sastasha final boss, where you had to prevent the adds from joining or you'd get overwhelmed.

    But let's say they gave us an "Extreme" version of these dungeons which was just the original 2.0 version without all the telegraphs that were added later, but it was level 100, and every mob and boss got to "use their full kit too" which meant the boss encounters in copperbell would have stuns or "knocked down to 1hp" attacks when you don't interrupt them.
    (0)

Page 2 of 2 FirstFirst 1 2