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  1. #10
    Player
    Anarnee's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    1,363
    Character
    Thyn'a Sindyrl
    World
    Siren
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Renato View Post
    And I totally get that...But at the same time, this wasn't the case before since ARR and HW expansion. Why change it now to give Savage Raiders some kind of reward in the form of a fight and locking normal players out when they weren't doing that before? Savage raiders could have still gotten that fight and would have gotten a better reward/trophy in the form of a weapon or gear that normal players couldn't achieve. THAT was the real reward in my opinion. I can accept that fact that I will never have that gear but to completely lock out a portion of the a fight just seems dumb to me.
    Did you not play ARR? Coil was all on a higher difficulty, plenty of people didn't ever get to experience that, so they made story mode in HW.

    These watered down fights are specially made for you. Why do you even want to experience it at all if you don't want to do the fights as they should be, an actual challenge? You got your story mode, be happy for that.

    Quote Originally Posted by Eli85 View Post
    Heh, I do find a lot of this funny, mostly because there is very little in-genre support for "savage only content," and virtually none outside of the genre. Within the genre, Blizzard has done phases of fights that is only available on their version of savage difficulty, and the complaints about that pile up. It's a lot of the same arguments: players, regardless of the difficulty that they tackle, are entitled to see the content. Which I agree, that they do. So you look at other genres. Say look at the RPG genre, which the MMORPG genre is based upon. So, so many games, when multiple difficulties are in place, just have stat modifiers for enemies. No exclusive fights and no special phases of fights if you're only on particular difficulty. What's so wrong with that? It gives everyone a chance to see the mechanics at a difficulty level that they find appropriate. It's partly why, I think, RPGs are still thriving: players of every walk and life can get the full experience appropriate for their skill level and time commitment.

    And before the savage raiders jump down my throat, I used to raid in MMOs at the highest difficulty level. I also enjoy—in the games that I thoroughly enjoy—to play at the highest difficulty level. So I'm not some casual player who wants everything handed to him.

    It's just: what exactly are you being deprived of if Neo Exdeath and God Kefka were available in normal? How would a number-reduced versions of these fights in normal affect you in any way, shape, or form?

    As a former hardcore raider the answer is simple: it doesn't affect you. At all.
    I as someone that doesn't raid much anymore don't want the dev time put into fiddling with a fight meant to be hard, making it easier. Leave the Savage stuff as it is and work on something else. We don't need that extra phase in the normal modes.

    Quote Originally Posted by BillyKaplan View Post
    Only it factually is. Development is a zero-sum game, you can't have them developing this kind of thing without giving up on something. We already lost a dungeon every other patch for Ultimate and who knows what more, to stress the point.
    Please stop blaming loosing a dungeon on Ultimate. We lost dungeons for Eureka. Ultimate reuses so many assets it doesn't take nearly as much as Eureka, and I'm getting so tried of seeing that thrown around.
    (10)
    Last edited by Anarnee; 06-21-2018 at 04:25 AM.