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  1. #1
    Player
    Nihility's Avatar
    Join Date
    Aug 2013
    Posts
    1,130
    Character
    Tenebria Miku
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    the problem as i see it is that in coil minor mistakes could be recovered from,
    People could see clear progression being made easily, doing mechanics felt fun to do, experiencing the story itself was a driving force
    It was well made and groups sticking together and pushing through it is a testament to that

    alexander savage on the other hand(even the first 2 floors before people were able to outgear it from the newer content)
    one person making one mistake completely kills the attempt, everyone had to be near flawless with dps so mechanics just introduce stress, the story in normal was trash and the story in savage is non-existent.
    When the raiding environment changes from gathering together a group of friends to overcome challenges to having to weed out people and basically force a group who only have a professional relationship in something meant as entertainment, It's being done very very wrong

    I have never in my life seen so many raid groups break apart and so many people quit raiding and even quit the game because they feel the raiding is just plain not fun


    Of course I've also been playing MMO's so long that I can clearly remember when enrage timers were a very soft thing only put in place to prevent goofy tactics like kiting a boss through an entire zone while a single archer plunks away for an hour and a half.
    The way they've transitioned into a hard time limit on every single encounter just seems like the laziest design choice possible

    Even wildstar, the game advertised towards the 1% of the 1% super hardcore, didn't have stupidly tight enrage timers on bosses if they even had them at all
    (5)
    Last edited by Nihility; 12-06-2015 at 05:18 PM.