I can agree that they need dedicated healer mains on the development team. Having devs that actually play the role regularly in all forms of content could help improve the state of them. That said, listening to feedback is also important; and I hope they can also take some of the reasonable suggestions people have made and consider incorporating them as well. Having real healer devs might help facilitate this.
I agree. It doesn’t. I wish they could figure out a way to maybe rotate them in and out. Kind of the way PvP rotates things like Frontlines, Rival Wings, etc. to incentivize and pull people into each mode. I don’t know how successful an Unreal Roulette would be, but maybe picking one each week that gives you an extra replay on the Fox board or something to keep the older ones alive. I think this could be down without having to upscale the old 80 ones to 90—or the 80 and 90 ones to 100, assuming that’s where we’ll be in 7.0.It doesn't need to be that way. Guarantee you that the old Unreals are saved to a hard drive somewhere at CBU3 and could be brought back if the dev team wanted to. It boggles my mind that despite being stretched thin they go through the trouble of updating old trials for new levelcaps and then bin them after 4 months instead of sticking them in a corner of the duty list for MINE raiders to play with. Removing it after its patch cycle is up is a positive, deliberate choice, and it reeks of FOMO.
He said they were removing the proximity damage from the earthshakers. I have heard nothing about the removal of the tower mechanic, which is not an exclusive tank mechanic. When the orange and green vulnerabilities are out, it becomes a responsibility of anyone with an orange debuff. When they aren’t, then it’s a tank mechanic. I think the promixity removal is fine. You’ll still need to do earthshakers properly to ensure there’s no overlap that will lead to people dying. I can’t imagine it being the double stack since you technically only need three people to live that (if you’re talking about the two jumps he does during Phase 1). The MT never stacked in that when it was relevant—it was DPS in one and healers/OT the other.Also YoshiP's been on record in a Live Letter saying that they're deleting several mechanics from Seph Unreal. Earthshakers and something else where the tanks have to stand left & right of the boss, which I guess would be either towers or the double-stack? Either way, I was sad to hear it.
I kind of wish solo instances could have the opposite options of Very Easy—maybe add a “Hard” option to them so if people find they want a challenge, they can take it. And then leave the “Normal”, “Easy”, and “Very Easy” for those who don’t want it. More options would be good; and I don’t think it would hurt. Especially if you were given the option to choose without having to wipe first.Yes. The MSQ is fine where it is (it could stand to be brought to a uniform, non-spiky level of difficulty, though). It's praiseworthy when a game offers multiple difficulty levels, and it's important, too -- one of the main ways to have fun is to be doing something that's not too far above or below your current skill level.