Quote Originally Posted by ovIm View Post
If the devs made part of a dungeon a puzzle, require actually jumping over a pit, or put traps on the floor like in Hullbreaker Isle? There would be parts of the playerbase that would riot and scream bloody murder. Can you imagine the shitstorm on social media and the forums? lul.
I still remember the "feedback" from pre-nerf Steps of Faith. The fight wasn't even hard...

There will always be people screaming bloody murder over anything. Aren't we screaming over this, after all? To them, we're the same "people will always scream and take from us", just in the opposite direction.
Rather than focusing on who is winning or losing, who is right or wrong, I think placing systems to help these players keep going (the first one to get through a parkour section can throw a rope for the others to climb up, as an example) to prevent these players from getting left behind would be a good compromise. Having Trusts be able to eventually get there, even if they're slow, and action this hypothetical rope to help the player keep going would be perfectly acceptable imo.


I think we would all benefit from a shake up in the game's repetitive design we've been stuck in for a while. I'm so down to be the one carrying my party through a parkour section or rescueing them to the safe spot when needed. We're supposed to be a team!