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  1. #30
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Kaurie
    Why would Yoshi reference being wary entering new dungeons with a new ilvl change, if he was meaning if you were in the maximum gear of 3 patches ago? They just had 3-4 months of 'catch up content' giving away ilvl 240 gear like candy. If you decided not to take the free candy, regular lore tomes from doing dungeons would have given you ilvl 230.

    As for your Brittle idea, I disagree personally. I don't think discouraging speed running with hard mechanics like that is very fun. I'd rather just have mobs hit harder, so that mass pulling is scary when you first enter it. Then as the patch goes on and you gear up, you can pull multiple packs together. This helps give a sense of patch progression. When you can pull everything from day 1, then you never progress. If you're hardcoded (with Brittle or stop-gaps etc) to never pull big groups, then you're never going to feel like you're progressing.
    For some reason I forgot all about the lore currency previously because I stopped playing for awhile. Yeah the two new dungeons should have been tuned to 230 minimum.

    If monsters just hit harder then the issue of people asking for nerfs would be increased, because some people already have enough trouble doing rotations and reacting to mechanics as is. You toss in extra add damage then the gap is widened.

    What you call scary may be true at first. But you see current post here saying that it is trivialized as your ilevel grows and it contributes somewhat to the view that content is too easy. There is still progression, a comparison would be having flare or dreadwyrm trance at level 10 versus having to progress through the smaller/weaker spells like Fire 2. Brittle could work the same way in that as your ilvl increases, your threshold before becoming brittle would be larger.

    The entire dungeon is not expected to have a ton of mechanics, or they would just create every enemy inside to be a boss. Each zone or dungeon in itself is designed to offer progression in it's own instance. Play mostly any Final Fantasy and you don't only fight difficult stuff throughout the whole dungeon. There are weaker enemies on the way to the bad guy.
    (0)
    Last edited by Sandpark; 10-06-2016 at 09:54 AM.

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB