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Drag You Down.2615

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  1. 1. Lengthen the regen from infusion bomb. You will get easily 100% coverage with alac and some concentration. 2. Automated Medical Response. It can be triggered by HAM!!!!! by simply pressing the first skill of your mech, or just let it use by itself when this skill is off cooldown. I think they should give this to all other skills, like Transmute, Cleansing Pulse, Reconstruction Enclosure. In this way, we won't need mace, and we will still have enough boons and healing power.
  2. They really need to. I'm not against using dps check, but I worry the push of dps check boundary will prompt people to ask for even higher dps. I would actually expect the general dps output for ALL professions, especially the professions that can do dps very easily, (yes, I am talking about cvirt), to be reduced at least 20% in a year, and healing reduced 10%. But it is skill design team's responsibility, people like cmc, and Taylor, the instanced pve should not compensate for that.
  3. I mean, people always do this. Some people were also saying that the challenging content supposed to be locked for 0.000001% people, which is the part I fundamentally disagree, because it is possible to let this game die, even with very little possibility. Not because they don't have other contents to play, but the attitude they feel from whoever create those contents which are not designed for them, will let them feel unbalanced. And this "them" is the majority. But glad to see their first move, I do feel like they should add more scales to the difficulty levels. Different strikes have different themes and mechanic types. What if I wanna play HT but in shiverpeak level? Or I wanna play OLC in this current TOF level?
  4. I think this is probably the best way for now, since many people are asking for this, including me, although I did not only want lower dps check but some thing more stimulating. It is also sad to see that it becomes "easier." They should add the mechanical difficulties of this CM to compensate and balance. But that also means extra works, since they have a fractal and its cm to design in the next few months, they are probably very busy.
  5. This is actually one of my ideas and I fully understand that if you don't agree. I would like to see the mechanics that allows people with low dps with extremely low possibilities to pass, but not 0, and people with high dps with higher possibilities to pass, but even much more difficult than the current TOF CM mechanics. But of course, they should do some dps, low dps doesn't mean they can afk and get the reward. They should learn to not rely too much on DPS check, it is a very basic function and it is very important I agree, but it does not help with design and community engagement. Hard content doesn't mean it needs to be all about dps, there are much more things like instant reaction, calculation of timing, logic problem solving, and coordination between all 10 players. For example, what if there is an encounter, the players needs to stand on 8 floating flatforms, but each platform can only stand maximum 2 people, more than that will cause the platform falls and players on that platform instantly die.
  6. You can give any criticism you like, but: 1. I have never said the mechanics in ToF is bad or something. In fact, I gave it a lot compliments in another post. I quite like it, I can feel the creativity in its design. Again, I just don't understand why they put ridiculous dps check with those wonderful designed mechanics together. They suppose to have stronger impact and hit a greater success. Yes, it is a design problem, I even tried it with hardstuck to 50% ish in few hours, but I am not going to do it again. Hard to find group and people have no passion in general. 2. No more strikes like CO. The new strikes can be like anything, HT, AH, KO, OLC, even boneskinner, even shiverpeak pass, at least you have a jp there, but not CO. CO has no design, just a golem, pure dps check.
  7. If you are talking about solo game design, then yes. If you are talking about this kind of mmorpg, then no. You know that GW2 had a low period for quite long right? Have you thought about why? When you are saying this, you are literally kicking most players out. If you are the dev of this game, have you thought about what may people think? The raid was NOT successful, this was recognized by themselves. More recently, due to power creep, they started to be popular, even I thought the power creep is way too much.
  8. Yes, but you have to admit that it is very unfriendly for the rest 99.9999% people. Don't forget, this game is not designed for professionals from the very beginning, this is a commercial mmorpg. The content can be difficult, but it must be interesting and attractive to most people. Again, I am not saying that it should not be challenging, not at all. But overusing DPS check is against the interest of most PvE players, and it is the most LAZY and BORING way of increasing difficulty. This is the real reason why people criticized COcm. It's actually not because it is easy, since it requires high dps than most encounters already. It is because there is no interesting mechanics. You just do rotations and rotations and rotations, no actual use of brain or some surprising situations. Pure lack of creativity.
  9. I would agree with you, but having some opposite ideas. I do agree that this needs to be exclusive to hardcore groups, but I would also encourage more people go into the hardcore content, without necessarily beating it. The problem is dps check, which makes people feel that it is impossible. I would actually halve its health to something like 70m or even lower, but making the combat even harder and complex. It is skill designers' responsibility to deal with the power creep, the encounter should not be adjust to the power creep. If they lowered all dps and healing for 20 to 30%, you won't need TOFcm to having that high dps check anymore, since other encounters can also fulfill your needs. Let them draw a line, like the highest possible dps in PvE cannot pass 30k on golem.
  10. Thank you for letting us know. I know there are many posts about the improvements and issues of the new strike CM. No matter what the adjustments will be, we are always happy to hear some notifications in advance.
  11. My argument is not that there should be no challenging content. I was trying to say that the paid content in a game MUST be engaging for everyone, despite of the difficulty and ability of achieving it. A content can certainly be very difficult and complicated, but engaging and interesting at the same time so most people will want to do it, even they may not be able to pass the mechanics. Some CMs did a very good job, like W7cm, KOcm, OLCcm, and even HTcm. Because there is hope for people that they believe they can achieve it. The problem is the use of dps check. It makes the encounter straightly impossible for people below the boundary, and this boundary is way too high in TOFcm. For TOFcm only probably less than 100 people (for example) in the game can do it. Then this content is very likely to be ignored, because even the people who can do it will not be able to clear it regularly. The dps check is a way to increase the difficulty but it doesn't provide excitement and interest. If it is caused by the current power creep, then what need to be solve is power creep not giving us this. Increasing the dps check will just prompt the power creep to go even further because if other people want to clear this, they must have higher dps. Also, you can't deny that this content it very unfriendly for the general PvE community. If they don't nerf it, it will certainly impact on the sells of the next expansion. Because the market is not decided by the minority, they have learned that already. And the sin of CO cm is actually not because it's too easy. Its dps check is actually not low, how come it is easy. It is not easy for a lot of people in lfg. The problem is its lack of creativity. The entire combat is dull, because there is only green, cc, spread, aoes. Nothing else. Players have less control of the mechanics and we just do it blindly. I can imagine that if they make green like TOF cm, and change her push during phasing to a continuous fullscreen pull like the green in OLC, it will be much more fun, even with lower dps check. What we need is the mechanical complexity, not dps check. There cannot be no dps check, but they should use it in the right way.
  12. Also, add to your point. Most CMs are actually very encouraging. The difference between the NM and CM are reasonable, such as W4 CM, W7 CM, OLC CM, AH CM. Even for HT CM, many casual players could participate the prog attempts and enjoy. Those CMs are exclusive, but only for their rewards and achievements, not participation. On the other hand, TOF CM's boundary is way too high. If they don't lower the requirement, like you said, probably no one will do that again. It is very unfriendly to the general players, and the reward is not good enough for hardcore players to spend so much time on it every week. I don't know which part is wrong, the marketing or design. Are they going to give up the general pve player base? Or is it just a bad approach and execution of the design?
  13. Did you try it yourself? If you haven't, I strongly suggest you to try it first and then you may decide to edit something. It feels different. Also, when a PAYED content is dedicated to less than 1% of people, the game is going to have some serious problem. To the most people, the possibility to pass this will be 0. This is the power of dps check. It is not fun at all. Also if a payed content is too "exclusive", the customer will have to consider if they want to pay for something like this again or not. Because even they pay, they will likely to be rejected by the content since the designer wants to make it impossible for them. They should allow more people to at least be able to enjoy it, not necessarily pass it. Increasing the difficulty by the complexity rather than dps check. This is different with HTCM. HTCM is mechanically hard but requires less dps as this one. Using dps check as a tool to increase the difficulty is will literally block the players from doing it. You will need at least 30k dps to be able to join the fight, this is the baseline. You should be able to do 40k at least on a golem in order to achieve this. And you will still fail. Plus you need to find 8 dps people like this, not 1 but 8. Clearly, only the players from the big guilds can find this kind of group.
  14. Btw, I have see dps penalty in other games before. If you don't want a boss to be cleared too fast and skip all mechs, dps penalty is actually more fun and useful than dps check. For example, if Cerus's health is dropping 1% for less than 3 seconds and continue for 10 seconds, the next time he summons embodiment, he will summon one with another random one at the same time. Or give it a timer, if Cerus phases before a certain time, for example, the first phase is happening before 1:30, he will gain 15 more stacks of empower in the beginning of next phase. Also at the same time, add something like a soft enrage timer. Like one stack of empowerment per 20 seconds. Dps penalty and soft timer at the same time can help the designer balance this.
  15. I agree with this, 100%. But there should be a base line for how many people can engage in the challenging content. When the percentage is too small, it will seriously hurt community and the game profit in a long run. Also, pushing dps check boundary is going to intoxicate the power creep, no doubt.
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