The problem of the debate midcore x harcore also has to do with the kind of mechanics the encounter offers.
Positional puzzle like mechs that you solve by looking at pre-casting/boss animations (basically most of the stuff we get) can't have the middle ground between too easy and too hard.
It is hard until you solve it. Then it becomes too easy because you know where you should be - at best the mechanic has a variation (in/out, donut/circle, etc), but they are static variations and often just two of them. Now all you do is waiting or expecting others to get it right, so it's no longer on your hands anymore.
On the other hand, I feel that true potential midcore mechanics are the reactivity ones and we need more of that. Like Barbariccia's chaotic phase, where you need to be on your toes and react to stuff as it happens instead of deciphering a puzzle of where stuff will explode, or where and with whom you should soak something based on what the boss is casting and saying/emoting.


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