


Please, this has nothing to do with savage. People cried for nerfs even for Steps of Faith or Pharos Sirius.



It has everything to do with Savage because that is the only thing where gear even matters as far as stats are concerned. Everything else is glamour.
Also, the OP mentioned difficult and strict with the game mechanics. Savage did just that with strict DPS checks and it made people frustrated and unhappy. Savage and Diadem are the perfect examples why this wouldn't work.
The op basically wants A3S abd A4S difficulty in the open world. Tons of people quit because that is too hard for them.
Why would this be a good idea to implement again?


Actually they are different kinds of difficulty. So Alexander Savage has really nothing to do with this. Open Content Hardness is a whole nother and different beast altogether. You won't have super strats in an Open World since there is no invisible walls, it would have to be designed completely different.
Alexander difficulty comes from its Strats and DPS checks.
Instanced, and Open Content have always been different.
Open World Dungeons, Contested, have monsters that are tough, and as HARD as bosses, but do not have the massive health pools either. It also requires your party to know the environment as if not to pull more then they should. You also have zones with "MANY" nameds, all of them have simple but complex strategies and are hard to kill on their own. However, if your too slow, the monsters around the name repop and if you die - unlike Savage, you don't start at the boss, you start at the beginning of the zone and have to go all the way down again. You also have to fight other groups for nameds. So - no, its nothing like Savage.
If we get Open World - or more open world content. It also allows the developers to design classes that have this little thing called "Crowd Control" *gasp* yeah I know, crazy right?
FFXIV/WoW/Other MMOs have literally no Crowd Control anymore.
Not to say your wrong in it being difficult. However, I "hate" Savage myself. I don't like that kind of content or difficulty. However, I LOVE the difficulty of Open World content because of the thrill, competition, and fighting for content.
It is NOT the same. That is the point i'm making.![]()
Last edited by Nektulos-Tuor; 01-26-2016 at 04:51 AM.

So...basically you guys want to play Final Fantasy 11 with a 14 re-skin?
Seriously, players less and less want "hardcore" mechanics like punishment upon death, and tedious overworld travel through dangerous areas.
"Hardcore" MMO's in the past years have been huge flops and the money is clear, players don't want them anymore. SE would not spend this time, almost re-designing everything in a game and dedicating it to it's own server, just so a small majority can enjoy it.
They have a history of removing difficult, tedious content from the game. See: Steps of Faith, Bees from original Amdapor, the fact that Savage difficulty is being reduced in the new raid (because not enough people were playing it).



How can any open world mob have savage difficulty? Most of the mechanics are built on team coordination and being positioned in small arena.
Harder difficulty on mobs that are positioned in open world could mean that they would have more HP, do more DPS, do high amount of AoEs that would give you only a second to dodge and would require you to save cooldowns to kill them alone and maybe have skills without castbars so you would actually have to watch the mob. But saying they would have savage difficulty is nonsense. They wouldn't implement a normal mob that would take you weeks of training to kill, we are still talking about open world mob.
Even mobs in Diadem that were supposed to be hard are just huge HP bags which posses absolutely no threat to anyone.
EDIT:
Plus I am pretty sure it isn't even possible at this moment to have open world encounter that would use mechanics aimed on different people who wouldn't even be party members. Stuff like Carnage in A4S or tethers in A3S. I believe you have to be in a party and a separated instance which registers you as a single party to be able to be influenced by such "savage" skills.
Last edited by StrejdaTom; 01-26-2016 at 04:55 AM.


That is the issue with it. Open World bosses that are huge HP soaks, would just be stupid.Harder difficulty on mobs that are positioned in open world could mean that they would have more HP, do more DPS, do high amount of AoEs that would give you only a second to dodge and would require you to save cooldowns to kill them alone and maybe have skills without castbars so you would actually have to watch the mob. But saying they would have savage difficulty is nonsense..
EVERYTHING, including the non-named monsters have to be hard. The "nameds" being a bit harder. However, the monsters you fight by the name also need to have something you want. As in - Nothing is worthless to kill.
However, if you don't kill the boss fast enough, the npcs around the boss swarm you and respawn. (Respawn timer is 5-10 minutes.)
Normal Monster:
Hard, challenging, has a chance to drop good loot.
Boss Monster:
1.5x more health, damage, a special ability, 100% chance to drop that same loot piece.
Placeholder Monster:
1.25x more health, damage, a different special ability. Must be killed to spawn the boss.
Now, there won't just be one boss per zone. There is like 30, including one that wanders around and needs a raid to kill (24 people) (SUPER HARD, JUST DESTROYS normal groups, avoid at all costs.)
Last edited by Nektulos-Tuor; 01-26-2016 at 04:56 AM.
Alternately add mechanic rich Bosses to the hunts, and give extra drops if the kill is achieved by playing the mechanics, rather than simply burning the boss.Plus I am pretty sure it isn't even possible at this moment to have open world encounter that would use mechanics aimed on different people who wouldn't even be party members. Stuff like Carnage in A4S or tethers in A3S. I believe you have to be in a party and a separated instance which registers you as a single party to be able to be influenced by such "savage" skills.
Similar things that been suggested before such as breaks and staggers as a mechanic offer a glimpse of this type of play. It'd take some work of course, but it would give a legitimate reason for people to care about the mechanics - and learn them.
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