And I don't know if they're very good ideas. Although on paper I'd like them to revalue having multiple jobs set up, I suspect it would cause friction between players (‘what do you mean, you don't want to play rdm and insist on playing healer?’). ... On the other hand, I must admit that the suggestion is tempting for raids / extrems, where the two healers are often redundant.
Similarly, simply increasing the difficulty wouldn't be enough for packs. Having mobs that simply hit harder isn't interesting, or even a real difficulty. Good command of your class or not, at some point it just comes down to ‘am I stuffed enough?’ > yes / no. On the other hand, reintroducing more interesting interactions between classes and investing the buff/debuff system adds difficulty that really relates to the player's abilities. In my opinion, that's the direction we should be heading in for ‘sustainable’ difficulty (= one that doesn't get tiresome again with the logical increase in stuff and a synchronisation that can't always compensate for this increase).



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