There is a middle ground you know

There is a middle ground you know

in Dragon Bash

Posted by: Blackwyn.8127

Blackwyn.8127

First we have the clock tower (I loved every bit of it, including the difficulty), it was really hard. People whined it was too hard. So in the Winter’s day JP, we get a JP that went down in difficulty by tenfold and was simply too easy compared to the clock tower.

Next we have the Halloween mobs which were very easy to kill. People whine it’s too easy, so next up you make “veteran” kind of difficulty mobs for Winter’s day which turned up to be just too much. So people whine it’s too difficult.

So now we’re back to Dragon Bash, where you make the Holo mobs ridiculous easy to kill and yet again we get the people complaining. What do you do? You increase their difficulty over the top again.

Why does not a middle ground exist for you guys there? It’s either make stuff too easy or make it too hard, there is no in between. Holo mobs died too fast and people suggested more HP. So simply upping their HP would’ve been enough, or just adding the invulnerability would’ve been enough. Cause they spread about with the invulnerability intact and you can’t aoe them all at once right when they spawn.

But no, people complained it was too easy so to compensate you:
- Up their HP
- You add the invulnerability
- You increase their attack damage

It’s just too much.

tl;dr
Everything does not have to simply be too easy or too hard. Don’t go crazy with the tweaking and find a middle ground to please most.

There is a middle ground you know

in Dragon Bash

Posted by: Run Away PLZ.7639

Run Away PLZ.7639

They are not a fan of goldylocks.

There is a middle ground you know

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Posted by: Run Away PLZ.7639

Run Away PLZ.7639

Also I didn’t have the chance to play during the halloween event I sadly feel like I missed out I really wanted to do that JP since it is said to be hard xD also the skins are pretty sweet.

There is a middle ground you know

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Posted by: Fiontar.4695

Fiontar.4695

It seems like passive-aggressive game design. (Orr changes are a good example, with the zones a bit easier, but many temples much, much harder). Something like, "oh yeah, so community feedback is forcing me to make these a little more difficult, well, I’ll show them more difficult…[[insert evil laugh here]].

If so, it’s pretty childish.

BTW, I personally am not having issues soloing these in a level 70ish zone, but it’s a heck of a fight and I can imagine that different builds and/or less player skill could make these impossible to solo now.

There is a middle ground you know

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I don’t understand the expectation that any dynamic events should be geared towards solo players. These fights aren’t instanced, they’re open world with plenty of people running around (which made it impossible for some players to even tag the guys before they went down before).

I mean, if you want to solo some events, go right ahead. I’ve soloed some holographics nodes without any problems, too. But I don’t feel entitled to some sort of special treatment and I don’t understand why other players would.