Right on the money, there. As someone who played with up to 600ms ping and higher up until the game would crash (this was back when Thordan was the current unreal, so a while ago), the snapshots can be so mean. Before I got better internet (let's say 55ms ping, but I wouldn't be able to tell you exactly off the top of my head) I am a god. I am also infinitely more greedy, I just have no one to blame for it except myself now lol back on the topic...
I've noticed those players who have +120ms ping but are also good at the game have develop some kind of sixth sense and the subconsciously move out of the damage area earlier than what they're seeing on screen to make up for the tighter snapshots. Everyone's situation is different, but that + having a very rough idea of the fight's timeline or mechs already helps a lot. If you have high ping, you're simply not allowed to greed anything, ever. (I played with 200ms ping for my first 2-3 years in the game so I got used to it from the get-go, but I can imagine it being a pain for someone who suddenly finds themselves in a situation where their muscle memory is 1-2 seconds late to the snapshot D: )
Isn't that kind of the point, though? Genuinely.
If the normal mode didn't carry easier versions of the majority of EX mechanics, then you'd feel like a fish out of water the moment you step in there. If EXs didn't have easier versions of savage mechanics, you'd be completely lost and learning everything from scratch as if it was a completely different game mode... I think the devs are trying to ease you into harder content by giving you an easier version you can practice until you get the hang of it (consider that the devs don't think about you wanting or not to do the content that would be the next step in difficulty, it is their job to design content assuming the player will eventually try everything they can get their hands on, otherwise why make that content to begin with?) so I think it is okay for them to give us a taste of what they've got in future/more difficult fights.
I was personally impressed when I was progging DT's EX4 and my buddy told me the in and out mech with the numbers 1-4 was a simpler version of something from DSR. It made me really excited to go to DSR one day, since I thought the mech was fun and satisfying when executed properly!
I only started playing in late ShB, so I can't speak about how the game used to be, only of what I've heard. The game always used to be a little nasty with the players and it's been getting easier and easier up until EW. We can agree to disagree here, but if the difficulty stayed at what EW was, I think many more players would have quit than if they picked up the difficulty again. I've also heard that those who are struggling with DT are those from EW who are not used to a higher difficulty yet. I think difficulty is constantly changing expansion-to-expansion, and players are expected to rise to the challenge in response.
I seriously don't think the game will go back to HW levels of difficulty. But I would be lying if I said I wasn't curious about how a SB-inspired difficulty would play out today. That's the part that confuses me, even though SB was considered much more difficult than ShB and, of course, EW and DT, you say that difficulty is what made the game soar. Could you explain what you mean?
I think it's healthier than what we had in EW and that's what most people mean when they say that, but I would love to see more variety and gimmicks in mechanics. I would like to hope they're slowly heading in that direction.
It'd be nice to have a nice balance between job complexity and mechanics, I like both, but eventually something has to give for the other to rise in difficulty... we will see what happens, I guess.



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