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castlemanic.3198

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Everything posted by castlemanic.3198

  1. @"Deihnyx.6318" Maybe I just haven't read enough of this thread. We're on the 9th page about this topic, so I'll just take you at your word that there are people on this thread who refuse to work with the guides provided to them. However, just because those people exist doesn't mean there aren't people who have done everything they could, including changing builds, and still can't beat the boss. At that point, it's not a learn to play issue, it's a game mechanics issue that needs to be resolved. By 'struggling with the boss', I mean unable to beat it. I also disagree that someone should take a week bashing their head against a wall until they come to the forums and ask for a nerf, you can pretty quickly figure if you're outmatched because of buildcraft or because the boss was overtuned, but that's pretty subjective and not everyone would have that ability to differentiate between the two. I've become entirely cynical surrounding anything in gaming that has to do with two sides debating difficulty, because nearly 100% of the time, toxic elitists don't care to listen to the complaints of those who have difficulties, including the ones who've learned all the mechanics and still have issues, going so far as to insult, degrade and tear apart anyone who plays on an easier difficulty than "instant death" and go to extremes to annihilate anyone who even whispers anything about difficulty levels. Those responses have completely dulled my ability to take a look at "learn to play" in any way other than extremely toxic. "Learn to play", in and of itself, is not something objectionable, it's a hint that there's more to explore and possibly something you may have missed, but the standard use throughout the industry as a whole has turned it into a phrase that's become the staple of the worst of the worst in the industry. So forgive my hardline response, this is genuinely the first time ever i've had someone relay nuance about true learn to play issues instead of the extremely toxic "i did it, why can't you?" bs that just permeates everything, real life and video games included. Not everyone has the same capabilities, but you at least expect players to try (and change their build) and would listen if players still had difficulties after reading guides, which is a large step above the toxic wastelands that have appeared through other communities i've been a part of.
  2. This is a video game, where the rules can and should be adapted to allow for the most people to have fun. Having a boss fight that is too hard for a playerbase who were never taught the full mechanics of the game is completely unfair and it should be adapted to allow for everyone to have fun and beat it. At the same time, the devs should work on a solution to teach players how to play the game. The example about cooking, then, doesn't match, because while some will never be good at cooking, some were never given the chance to learn how to cook, so why should they be penalized for not having the opportunity to learn and then thrust into a situation where it's cook or die (especially in a video game, which is about fun)? Why should players be penalized because the game never taught them the mechanics? How does that make sense?
  3. When have I ever said that? and I'd tell them that's unreasonable Have you even read any of my posts? Like any of them? I've specifically advocated for keeping the mechanics of the fight the same, including the amount the eater of souls heals, just to extend the breakbar, i've had this discussion with you specifically over and over again. I've tackled this before in another thread, but simply put, some people don't read guides. If the information isn't presented or isn't available in the game, they may simply struggle forever instead of looking online for help (or abandon the game completely). Solution? In game tutorial to teach them the mechanics of the game. What's objectively toxic is not giving half a thought to the idea that there are those who have altered their builds and still have trouble with the fight. Those people exist, even if you intentionally forget about them or ignore them I don't get this argument, because the fact is most people who are interested in the expansion would play it at launch. When else OTHER than the moment you experience trouble would you try and discuss it? Why should someone wait two weeks/months to discuss the issue they are having right NOW? You're also conflating two issues, people lying about their skill level just to get into raids/fractals and people and people talking about how difficult a fight is. Those are not always the same people, there's an intersection to be sure, but not every single person who complains about difficult content also lies to get into more difficult content content. No, my focus on toxicity is those who choose to ignore, downgrade and insult everyone who doesn't play as good as them just to make themselves feel superior. I am NOT talking about people who refuse to change their builds, I am entirely talking about people who have done everything they can, including changing builds, and still have trouble with the mehcanics. By ignoring the fact that people have various skill levels and some will find content more difficult than others, you automatically show toxic attitude when you tell those people "git gud", "l2p" or any other obnoxious and idiotic term. I agree with the initial argument, that the game should not promote behaviour that lets people never change their builds, however, asking for this one boss to remain unfairly difficult (yes, unfairly, objectively unfairly) is not the solution. The solution is to offer an in game tutorial that teaches mechanics, buildcraft and gear selection, it's NOT to offer difficult content and expect players who were never fully taught the mechanics of the game to learn the mechanics of the game in a single fight. This ties in with the guides issue, in that some people simply don't look outside of the game for information. On a design level, the game does not teach it's mechanics well and has no true method of teaching the players their mechanics, the descriptors underneath NPC do not substitute for an actual tutorial that fully goes into the depth of traits, gear selection, breakbars etc. I should not be asked to look outside of the game to learn how to play in it, especially if none of that material that's actually useful isn't developed by Anet (this btw is a different argument, one that doesn't touch difficult content, I'm talking the basics of the game, the game should teach the basics but it doesn't, raids and fractals are fine having online guides because you're supposed to learn the mechanics through trial and error). The solution is to never stuff players into a cannon, fire them head first into a brick wall and expect them to pick up a helmet mid-flight, it's to show them what they'll be asked of and teach them about all the tools they have available to them. So a tutorial will 100% be more effective than throwing a tough enemy that requires adapting a build. I get that some people will always be stubborn and never want to learn, but your focus is entirely on those people and not the people who have genuinely tried and had a difficult time, which according to your arguments, is impossible (fun fact: it's not impossible for someone to have adapted their build and still fail the fight). My entire focus is entirely on the people who have given it a fair shot (especially those who changed their builds) and still failed, and the toxic behaviour thrown at them.
  4. I addressed that. In the quote you have in your post. Here it is again: Even if you used the term adjust, you still, in the end, said this: Which is absolutely toxic, because it entirely dismisses the notion that people could have difficulty even when adjusting their build.
  5. The toxic mindset that I had mentioned is thinking that simply because you had no problems with it, other people shouldn't, not that the toxic mindset is "people should change their builds". It's clearly what I said, but for whatever reason you twisted my words. Here's my exact quote: Nothing at all about calling on people to change their build, because your post wasn't entirely about asking people to change builds. The highlighted part is the toxic attitude I was talking about. Even with a changed build, people can still have problems and it absolutely is toxic to dismiss those people out of hand, citing how "face rolly" it is to you. It's entirely toxic. The devs changing how long the breakbar lasts and having the eater of souls not snack on minions and pets is absolutely 100% the right move, lowering how much health was regained was not the right move. You also 'conveniently' missed the fact that the fight performed at different speeds, meaning that even if some people adjusted their build, had meta gear etc., the game could have bugged out making it much more difficult than the devs ever intended. As I said, I only have anecdote to go on at this point, my own personal experience of the eater of souls fight being exaggeratingly difficult vs someone else's recorded experience of a much more reasonably paced fight. I can't test this out as I have moved continents and changed computers, so I can't recreate the scenario as I first played it, but there is a huge difference between what I experienced and what I played with myself, pre-nerf.
  6. Its account bound. Used it on my level 50 thief to fully test this out and it worked.
  7. Wasn't there just a thread with this exact question? You'll want to get an item called the spearmarshals plea, which you get naturally as a part of the griffon collections, so if you started that, you're in luck. It starts you in vabbi at the griffon roost so it's a little inconvenient, but at least you can hop on a griffon to get out of there if you dont own one yet. Works across all characters of all levels. EDIT: didnt notice how old the thread was, so its understandable that no one knew about the spearmarshals plea. Hopefully thats common enough knowledge now.
  8. @"Haishao Thats actually a smart suggestion, since it would give story credit to everyone and leaves the fighting to the one who can beat it. Never thought about it like that.
  9. For the commenter and any future commenter who provides the tip of "just bring a friend" for the eater of souls fight: bringing a friend is useless because they get turned into useless spirits with useless skills and non of their classes abilities. In fact, it can actually be harmful because the eater of souls can just suck on their spirity goodness and regain even more health. Sure, it helps with the balthazar fight, but it makes the eater of souls tougher. So yeah, please stop uselessly suggesting to bring help for the eater of souls. (if this was changed recently to turning everyone into ghostly versions of themselves with their full class abilities, then please correct me)
  10. With the raptor, you can get the mastery that's supposed to be for the skimmer in the south west of crystal oasis by mounting and dismounting as a higher jump. Did that day 1 so devs might have moved a few rocks since then to change it. You can also get the mastery point in the middle of the quicksand area if you have advanced gliding my jumping off of the northern most pyramid (I think I followed a dulfy video for both of these mastery points). I also did the sous-chef one, which I know a lot of people were having difficulty with, so if you havent gotten that one yet, it's worth a try. Can't think of any other mastery points you can mcguyver your way to.
  11. I've had the issues of rytlock and canach pulling half the map (and alerting sentries, which spawns more enemies), that in no way is a learn to play issue. Neither is having the first officer die and then having the bastion spawn, the bastion is only supposed to spawn after the last officer dies, meaning that is definitely a bug. I've also had the issue of at least one mob being immune to everything, not running away and on top of that attacking me while regaining all of it's health and being immune to everything. There's definitely some bugs with this instance.
  12. First of all, that's entirely not the case, just because you're good at something doesn't mean other people wouldn't have difficulties with it. Get out of the mindset that all players must play like you otherwise "they aren't trying". It is a toxic attitude and the entire gaming community at large needs to drop toxic attitudes such as this. Secondly, it has become apparent (through my own personal experience etc.) that depending on the game connection and the type of computer played on, The very speed of the game can vary, meaning what's 2 seconds to one player is one second to another player in certain instances. I've been presented a video of a pre-nerf fight, where the eater of souls leap breakbar lats 1.42 seconds. The experience I had was a breakbar that flashed for less than a second, with a leap animation that seemed to have been sped up unnaturally. So there's more elements than simply 'experience' at play here. I only have anecdote to go on at the moment, especially because I no longer have access to the circumstances that I first played the instance in, but there is something that's not making sense about how the same instance can have wildly varying speeds depending on computer spec, ping and i'm sure other aspects. Some sort of experiment is required here, and I believe experimentation beyond simply using a vpn is necessary. Not ready to file a bug report or anything of the like just yet, as I can't quite go back and forth across two continents to test this out, but it's something that I feel everyone should possibly be aware of, especially with regards to the eater of souls, as that has the most drama at the moment. EDIT: grammar.
  13. "Reasonable"? It's lame, and it's making me a bit angry that people rather have it that simple than learn to play their profession(s) properly. :( P.S. It's not even the profession play, it's GW2's gameplay basics that seem to cause some people difficulty, which is completely beyond me. It is reasonable now, because before the life steal would steal health from minions, pets, illusions etc. which you can't control directly. While minionmancer is simply one build, all non-soulbeast ranger builds have pets (and every pet is melee I think) and every mesmer build involves illusions and is more efficient with illusions, not only that, but shatters force illusions to run into melee of the target, so even if you're loaded out with greatsword or staff illusions, they'll still run face first into eater of souls which would steal their health. Secondly, it's reasonable now because one of the key mechanics in preventing the eater of souls from life stealing was a half second leap with a breakbar on it that barely registers on the screen. That leap is now maybe 2 seconds long with the breakbar lasting 3, maybe 4. While three thousand people have mentioned simply running away and dodging, the eater of souls still does a pull that if you're not super far away or are using a mid ranged weapon, you get pulled into the area of effect for what will become the lifesteal. Not enough enemies really make being CCed super dangerous enough to warrant carrying a stunbreak or stability at all times so it's understandable that some people simply won't carry one. However the eater of souls does multiple pulls so even if you did have a stunbreak and used it, you could immediately be pulled again. I don't agree with how much the lifesteal was reduced by, I think it would have worked better to keep the lifesteal amount high, but regardless that's the change now. But yes, it went from being unfair to reasonable, because now it actually has room to let people learn the mechanics instead of banging their head against a wall about not even knowing that the leap can be interrupted, preventing the life steal from happening in the first place, and even if they messed up the life steal, their minions/pets/illusions etc. wouldn't superheal the eater of souls like it could previously. For those not using meta builds/gear or those new(er) to the game, it's now manageable and reasonable to ask them to tackle this boss. Just cause you run around super effective against everything doesn't mean every player is.
  14. Have you tried it post nerf? It's much more reasonable now.
  15. I don't understand the leap in logic here. GW2 is mostly unconventional because it didn't become free to play until the first expansion released, had a cash shop since release (when it was buy to play, not free to play), and has made it's cash shop mostly cosmetic, with some quality of life enhancers. So the unconventional route taken means that GW2 must suddenly jump on a ccg bandwagon? And not only that, having a gw2 ccg have it's on development team by default means resources are taken away from GW2, because any devs working on the ccg could be devs working on GW2. We also have a real world case of the devs abandoning a side feature, polymock, in favour of the main game. It's not about being able to afford it, it's about what makes the most sense to put resources into. With the recent shift in development focus from the devs to bring path of fire between season 3 and 4 within a very short interval of time means that things are going at a pace that shouldn't be shaken for the sake of a ccg that the devs don't really have enough experience to make, nor have the data to ensure that it's something popular enough to warrant development on. Besides, other games have already filled the niche and have most of the ccg audience taken, what would make GW2 so unique in what it offers that others havent innovated on already. The biggest innovative shift was already made with hearthstone, in that it was completely online and as such has the freedom to make choice based cards and results that would be otherwise impossible in real world ccgs. The market has already been taken up, mostly by hearthstone but others have places too, so why would arenanet use up resources on a not sure market that already is being catered to by other products?
  16. Collecting Card Game (someone help pls). Basically magic the gathering but somehow thematically tied to guild wars 2. You take cards, play them against another person who has cards, and whoever knocks down the health of the card owner to zero first wins.
  17. I'd rather not take development time away from GW2 in order to make a ccg that would need it's own constant developer team. I also don't believe that just because other games have ccgs that gw2 needs to hop on the bandwagon. Considering the abandoned polymock, it's doubtful anything like this will happen.
  18. I mean, scourges are from a desert region, which has actual mirages (no not the elite spec, the real life phenomena), so it kinda fits. Also, considering that the elite reaches into the realm of torment, which was where abaddon was once trapped, and how many who are tormented by extreme circumstances can go insane, i'd say it fits. While it is a bit odd that charr would say it, they would have been taught by those native to the region, so i dunno. Torment is also a condition heavily used. I know i'm reaching with this post, but I also think it's not the most key thing to analyse.
  19. The first time i played this, I was trying to kill the sentries before they reached the torches, got halfway through the sentries before half the enemies on the map aggroed me, during which, canach was halfway across the playable area, triggered the sentry and then all hell broke loose. The issues i had weren't with enemy aggro, but with canach and rytlock choosing to fight from the opposite ends of the map from me. So yes, i'd appreciate it if the encounter was looked at in some form. I may not have had as hard of a time as some on this thread, but i think just even having the devs look at this encounter and see what's happening with a response would be great.
  20. ahem ahem What did the priory scholar say while studying insects?Grub-a-dub-dub What organisation are tourist guides a part of?Grant a vista foundation. Thieves are always off performing stunts.Those daredevils. I love aurene, especially because of the glint in here eyes. If grenth styles your hair, does that mean you had a brush with death? Oh that dwayna, she breathes life into me. Lion's arch has a storage problem.Too many kraits. A guardian taught me the secret to happiness. Meditation. "Well well well" said the necromancer, killing his enemies. A ghost was screaming in agony, it was experiencing phantom pain. And last but not least, my absolute favourite pun ever, is not however one of my own making, but by someone who's character name is Mea Nauova. What's Tyria's favourite card game? Charr against humanity. EDIT: to clarify, me and Mea were throwing puns back and forth and i loved the convo so much i screenshot it. Otherwise i'd never have remembered that person's character name XD
  21. Lol at that second part. This boss isn't accommodating to as many people as possible and that's why it needs to be nerfed. You were the one who suggested to bring along friends. The reality of that instance is that whoever doesn't own the instance doesn't have access to their skillbar, they're given a completely useless skillbar in which they can't actually help participate in the instance. Maybe that wasn't clear before, but that should be clearer now. "Everything". Lol. You can't even use your inventory in this instance. This instance is far from a normal scenario, and having one minor change, extending the breakbar from half a second to two seconds (no, not the life steal vortex, the half a second jump right before it) would make it playable to all while making sure the boss still has challenge. While you may refuse to believe it, the objective truth is that there's a balance issue that needs fixing. I love the irony of these two statements being right next to each other, especially with the sarcasm just dripping from both.
  22. I've played and beaten the encounter, and as such understand the mechanics of it. And i'm telling you, as someone who isn't having a problem with it, there's a problem, a legitimate balance problem that needs to be addressed and a relevant nerf needs to be put in place. Are there cases where people simply are refusing to learn how to play? Yes, I wholly acknowledge that can and probably is happening to a certain extent. But there's no doubt in my mind that the vast majority of players who are having issues and can't beat the boss are doing it at their maximum capacity. If this was an optional side boss, I wouldn't be here having this discussion, because i understand the need for difficult and challenging content. And i've already suggested a nerf that fixes the issue while keeping the mechanics in place and doing very little to change the mechanics of the fight itself. As someone who isn't struggling with the boss and can defeat it easily, I'm saying there's a legitimate area of concern and that the boss needs to be nerfed. You also can't help people in this fight because party members are turned into useless spirits. You again keep ignoring an issue that I keep mentioning, some don't look outside of their own personal playspace and enjoy the game that way. Some people don't use discord, some don't look at the forums or reddit, some people don't look up guides. Explain how those people are supposed to cope with a fight they don't understand.I know you don't consider the unwillingness to learn to play a "game" issue. This is the biggest divide we have in our arguments, because there are people who do know how to play the game who are struggling on this boss because it's not properly balanced. I'm not talking about people refusing to learn to play the game, I never have. I am only talking about people who have a legitimate difficulty in defeating this required boss to progress through the personal story. If you don't believe those people exist, then we're done talking here because I have no time for people who don't care about others. I had to explain a poorly implemented mechanic (seriously, a half second breakbar? and no, i'm not talking about the swirling vortex of life steal, i'm talking about the one that happens right as/before it jumps) that I happened to come across by accident, that's the entire issue. A crucial mechanic that was poorly implemented makes the fight a lot harder than it necessarily needs to be. The rest you addressed partially below so I'll save it for then. Holy slippery slope fallacy. But at last, we finally get to the core of the issue. You truly believe that fractals and raids will get nerfed eventually because this one legitimate problem in the personal story needs to be fixed? It's called a slippery slope fallacy for a reason. Side note: I mentioned above that I have no time for people who can't think of others, I refuse to change that response because I believe in keeping the integrity of the comment and not trying to alter it to make it look better (apart from necessary edits like the last post where i kept failing with quote editing), even though I'm writing this before i post it. I get the fear of the slippery slope you suggest will happen, so much so I won't address the last point because this is your primary concern and everything you've posted has been in relation to this. Considering that, I'd like to apologise for the sarcasm and rudeness. I completely misinterpreted what you were trying to get at, and as much as i'd like to pull out excuses about why those happened, your intention is absolutely clear to me now (and probably should have been clearer before, my bad). My mistake was that I'd interpreted your responses as the elitist jerk attitude of "nothing should ever change because I like it the way it is", where your actual concern was "if this is changed, what next". I feel there's a legitimate enough difference in those two stances, because I absolutely do not hold back with elitist jerks who only want "the privilege of accessing all the content there is, casuals be sent to the realm of torment and they should never have existed". A legitimate fear that nerfs here will eventually lead to nerfs everywhere, while a logical fallacy, is understandable. However, I wholly do not believe that nerfing this one single boss will lead to the trend of ruining fractals and raids. Mostly because of how the developers work on everything. As far as my knowledge goes, the devs responsible for raids and fractals balance and the devs responsible for personal story balance are two separate teams, with some overlap in perhaps art and lore (art being extremely broad termed, simplified for the sake of this convo). I truly believe that the devs won't make raids and fractals easier, because their intention from the very beginning of GW2 development was to have more difficult content. It started with dungeons. Obviously, those turned out to be a failure with people soloing explorable paths after a while, but the design intention from the beginning was to have dungeons be super difficult. So they introduced scalable fractals. Even T4 fractals weren't enough, so raids became a feature, and as far as I know, raids have really hit the mark in terms of appropriate difficulty and challenging mechanics that the hardcore community have been desiring. But fractals were still lacking, and as such they started adding challenge motes to the newest three fractals (or was it four, can't remember) to compensate for people who prefer fractals. While they've almost abandoned dungeons in terms of development, they've been focused on giving a hardcore experience in PvE alongside more casual experiences in open world and personal story, with some challenge for larger groups in terms of metas, and now bounties. Bounty tuning needs to happen, both in rewards and in the difficulty of the challenge as well, but in general metas have been made sort of as a bridge between casual and hardcore in terms of open world. Yes, they may not be map-wide metas, but they still are meta events, a chain of events that requires a large number of players to complete. To me, the devs have, through their actions, lived up to their intention of carving out a space for both casual and hardcore players, barring tuning that will definitely happen. I understand the fear that everything is going to get nerfed to hell, but so far it hasn't happened, in fact, with the newest fractals and their challenge motes, it seems they're completely aware and trying to get more difficult content in the game. So they are listening, they are making sure there's a space for all, and I think this will keep happening into the future. But this one nerf in the personal story, I think it's necessary. You pointed out that if these complaints popped up a couple of months from now, they'd be legitimate, but I actually believe they're just as legitimate now, because the vast majority of players who have purchased path of fire would have been playing since launch, and the vast majority of players experiencing the personal story would have run into this issue now, not months from now. For some, I agree it's a learn to play issue, and that they just need to give it another shot after looking up a guide or somewhat, but to most, I think there's a legitimate issue of balance and tuning here. The fight is manageable up until the half a second jump, the vortex is horrible and i'll forever have issues with it, but that half a second breakbar jump is key to stopping the whole thing. Many won't notice it. I didn't even notice it until i accidentally broke the breakbar, and then knew what to do. It's not entirely fair to assess this as just a learn to play issue, there's a degree of the devs messing up here, up to and including the fact that some are using exploits to finish the fight (having the boss get stuck in terrain or using necro minions to kill him while he stands and does nothing). While yes, some will always seek exploits to use, most won't unless they feel it's their only option. There's a necessary issue here, but I don't believe that it will explode into nerfing raids and 100 cm fractals to be soloable with autoattacks, since those are from different teams who have different goals.
  23. I voted tengu because it seems like largos are never going to happen. Since the introduction of those wings in the gemstore, it's a very clear sign the devs are saying largos will never become playable. Same with the kodan combat tonic.
  24. except i pointed out there were people who don't read the forums at all, and your response was to talk about the people who do?See my confusion? ???? how did i make any argument here? Considered the problem, heavily, after talking to a few people about it. Still came to the forums because that was the most logical thing to do instead of leaving people to be unable to finish the story. You never talked about a minority of people, but regardless, while the point may stand with regards to other games, it doesn't stand for this instance. That. Which I quoted. And you missed. The point is there, being willfully blind to it is the issue i'm having with your arguments. ??? I was talking about the disrespect towards people suggesting difficulty modes. Like, that was clear. Sharing a mentality doesn't mean you've shown disrespect. Yes, those people exist, but this conversation was never about them. Those people existing doesn't erase the toxic attitude some in the community have shown to sensible ideas, and vice versa. Dark souls? Hellblade? Games with permadeath? Battlegrounds? Risk of Rain? The entire rogue-like and rogue-lite genres? Darkest Dungeon? Clearly that's not the case, many games are being targeted towards players who prefer challenge, and there are upcoming mmos who are doing that as well. On top of that, raids and fractals exist within this game, meaning you are being catered to. What's really baffling is that you're I mean, have you seen some of the stuff you've said? Especially when you'd rather assume that people are lazy rather than having an actual difficulty with the game. That, right there, is insulting people. Oh and just in case you think i'm making that up: Do you see the irony in your statement? It's not a done battle, the discussion is still going, aka it's not finished, and no, just because some people managed to beat it doesn't mean everyone is capable of it as the fight is in it's current format. It's impossible to move on with the story mission without beating this boss. Why should we demand players be able to follow a guide for their class in order to beat this boss? The OP and several people who responded, saying they find the fight unfair or that they couldn't finish it? Having issues with a boss is normal. Having a personal story boss that's unbeatable for some people is not. That's the very core of this discussion. It absolutely is honest, lets look at those two quotes together. EDIT: formatting the quotes below. EDIT: How can i mess this up so badly? EDIT: Oh for the love of god. While I was talking about this one specific bossfight in this one specific story instance, you went on to talk about the broad aspect of players wanting to take on personal story instances and those preferences. It does entirely miss the point of the argument because it talks about another matter entirely. That's actually a reasonable suggestion. it would eliminate most of the issues that revolve around harder story instances and gameplay in the open world, fractals and raids. Also having some sort of mechanic to train players about which builds/traits and weapons go well together would be a huge benefit to the community as a whole, vets would of course not need it, but new players would because this game is absolutely terrible at teaching players the finer points of buildcraft. It would not, however, eliminate the issues with this specific story instance. Extending the breakbar by two seconds would. The point is we need to nerf this one specific boss because it's become unplayable to the point where multiple players on this very thread, including the OP, have mentioned how difficult it was for them, how some of them have given up as well, and this one specific boss is too difficult for some players. Had a guildie nearly quit the game before i told them how i beat that boss because it wasn't designed well. that's the issue. That guildie isn't on these forums, but they absolutely had a horrible time until i told them how to do it, and considering the earlier point about how people exist who don't go to the forums, reddit or read guides, it just seems the logic falls in place. You'll notice with the sous-chef mastery point, I actually commented on that thread and instead of suggesting it should be nerfed, I told everyone how i beat it and how there are other mastery points to be obtained and that there's also a surplus of mastery points within Path of Fire. I understand the nuance between 'something that's difficult and fine as it is' and 'something that is unfairly difficult and should be changed'. The optional sous-chef mastery point which i spent nearly an hour on before finally obtaining it, I never asked to nerf it. This boss, I am asking because it's not optional for the personal story, it's mandatory. But having the breakbars extended by a couple of seconds still leaves the challenge in place. This is what I don't understand, the challenge is there, the path to making a player understand the mechanics is there, since the boss still needs to be interrupted before doing it's life stealing vortex, the amount the boss heals is still a ton, the amount of damage the boss does is the same. The fight isn't changed dramatically, everything is almost the same as it currently is, except there's more opportunity for players to use their ccs, something the game doesn't do enough to encourage players to deal with through personal story instances. It teaches players new things because the mechanics are the same, even as a veteran casual player, I see the value in this boss fight not being wholly redesigned, but this one change can bring a strong incentive for people to learn the mechanics because it helps encourage people by showing them a flashy bright blue bar for far longer than it currently is, and demands that the player asks "what is that and how do I deal with it?" The challenge would remain, but it becomes much more fair to all players. Never have I called you apathetic for simply enjoying a game with more challenge, I called you apathetic because you resist the very idea that other players can have a legitimately hard time with this one aspect of challenge and don't want the game to accommodate those players, instead calling them lazy. Twice. Here's the second time you used it btw.
  25. First, they can make efforts to accommodate as many people as possible, currently they aren't doing that with this design iteration. I also love how you skipped analysing the suggestion and went straight into misinformed talking points. Second, as above, any friends you have join are useless spirits that can't help you in the souleater fight. Thirdly, I beat the fight on the first try and I have the mental capacity and empathy to realise many people won't be able to beat the boss at all as is and that needs to change.
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