It’s a conundrum, yeah. It’s why I believe having more fail states than we currently have at the moment would’ve been healthier—by that I mean, introduce them gradually. Let players build that resilience against frustration. It’s good for them as a player in long run. Let them grow; let them learn; let them fail; let them relearn, they’ll come out better.
Lack of such resilience compounded by how watered down the jobs are made us focus incessantly i.e. over minor 1-3 dps losses because.. what else there left to focus on? Everything becomes black & white. Encounter design in return cannot account for the in-between, they just straight up become a one shotting galore.



Reply With Quote





