A. Make it so that trash never stops chasing.
B. Make it so trash that has been skipped is pulled to the boss when a fight is initiated.
C. Make trash drop useful items very rarely.
A. Make it so that trash never stops chasing.
B. Make it so trash that has been skipped is pulled to the boss when a fight is initiated.
C. Make trash drop useful items very rarely.
This snippet from the Sep 11 Patch Notes:
-Changes have been made to the behavior and mechanics of the enemies found within the “The Wanderer’s Palace” and “Amdapor Keep” dungeons to counteract instances of players running through the dungeon without engaging enemies on the way to bosses.
As advancing through dungeons without defeating enemies is not an intended strategy, we plan to continue making further changes in the future to discourage this type of behavior.
I guess that means all the people who were adamant that speed runs were a sign of elite gameplay will be sad now?
Well done SE. I'll live with the fact it's going to take some time to complete the whole game![]()
There's a difference between it taking time to complete the whole game because there's a lot to do, and it taking a long time to complete the whole game because of artificial timesinks that are of absolutely zero benefit to any player.
Not one person who ever sets foot in Wanderer's Palace or Amdapor Keep ever got a single thing of value from anything but treasure chests and bosses.
If SE really wanted to address speed runs in a smart way, they'd have made the trash worth killing. They didn't. They took the lazy way out. It doesn't solve the problem of lack of incentive which is the reason speed runs ever existed in the first place.
"There are two things which are infinite: the universe and human stupidity; and I'm not sure about the universe." ~Albert Einstein
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