First, your statement is factually incorrect. Difficulty is not one single scale, it breaks down into many interacting skills - and in my post, I provide multiple examples of normal and even MSQ mechanics that are more demanding than Ultimates in unchangeable, raw physical capabilities. Those mechanics are that way because they are badly designed.
Second, one of those cases (the Seat of Sacrifice APM check) nearly hard blocked me from completing MSQ, so I have a personal right to complain about it.
Third, anyone has a right on principle to complain about needlessly inaccessible design, in the literal sense of "this locks out disabled people for no reason".
If you actually read my intro, you would know that I already cleared M4S.
And don't think I didn't notice that the earlier version of your post said FRU would be attached to M8S, which, well...
What part of
and my repeated mentions of boredom did you not read or understand? Yes, mentally they are easier, and that's why I'm bored!
First, I have been screening jobs for whether they fit my body since I was a baby sprout. I have a specific list of jobs that are compatible with my body for each bracket of content, and I stick to it.
Second, "less taxing" mentally would make my boredom problem worse.
Hahahaha!
The whole notion of holding a controller prevents using any part of one's arms beyond the wrist to press the buttons, and ties up at least some fingers in the process. With a controller, I wouldn't even be able to roll my GCD on a striking dummy.
First, that would not help at all with the frequency and repetitiveness of the inputs demanded. In fact, I want more hotkeys to load-balance with.
Second, I raid on SCH, which has nothing to compress.
Third, console parity is one of SE's design goals and the point of the letter is advising SE.
Again, difficulty is not one scale. The skills and capabilities SE chooses to push on have changed quite a lot, which is part of why I took the time to pick apart fights mechanic-by-mechanic and make lots of comparisons to prior expansions. And specifically, SE has moved towards pushing on physical characteristics over improvable skills. If you waited to read my mechanic breakdowns, or tried to break down fights yourself, you would know that.
First, one problem mechanic is one too many. I go over that in more detail in the Design Principles section, which you didn't wait to read.
Second, plenty of Patch 7.0 mechanics are reactive once you take out all the time required for things other than making the decision about what to do. That's one of the things I showed in my mechanic breakdowns.
You know what happens when you assume? You make an ass of u and me.



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