Quote Originally Posted by Velhart View Post
To me, speed runs are a lazy way to add difficulty to a dungeon, nothing but artificial difficulty. Developers put no thought into making a creative way to make things challenging for people. While speed runs are a "viable" option, there are definitely much better ways of making things difficult and prologing at the same time. At the same time, this game says hello to the exploiters, which is what is what till 2.0 comes around. SE can't win either way on this one right now. Overall however, like I said, speed runs are lazy, and it is kind of embarassing that SE was too lazy to find a creative way to prolong content and make it difficult.
And what is this creative way people keep talking about that will keep a content challenging everytime you enter despite having experience at it? If you are referring to what Jynx said, see my response after.


Quote Originally Posted by Arkine View Post
Still awesome, you win you get one, you win fast you get two and if you're lucky you get a weapon.

Granted speed runs are not my ideal choice for measuring skill but even one headdress is measurable progress and that's great.
Yea i guess everyone did agree that garuda is the right way so far.