Very poor definition of HARD MODE
in Super Adventure Box: Back to School
Posted by: Forestgreen.7981
in Super Adventure Box: Back to School
Posted by: Forestgreen.7981
Sorry but your definition of difficult for tribulation is flawed. Invisible traps are not hard, you just need to know where they are and simply remember where they are. For example it’s like taking a multiple choice test which you have zero knowledge of but taking the exact test then told immediately if the answer right or wrong as many times as it takes for you to remember them all.
Your quote of how it’s supposed to be more difficult then clocktower for the halloween JP is just wrong. The JP for the clocktower was difficult because it used elements of reflex, dexterity, including some terrain knowledge for doing it over and over.
Tribulation mode is just a kitten trial and error, very poorly thought out. A timed trial would of been more difficult, but this is just silly.
Some of the jumps require exact timing, and if you can’t get the timing right, all the guides in the world won’t help you…
in Super Adventure Box: Back to School
Posted by: Ceribrocanasans.4135
Do you even SAB, bro?
Tribulation mode is just a kitten trial and error, very poorly thought out. A timed trial would of been more difficult, but this is just silly.
Oh, really?
It’s like Josh Foreman never said countless of times that Tribulation mode are inspired by games like Cat Mario and I Wanna Be The Guy.
Guess what kind of games they are? Trial by Error games.
I hope future content will be harder. Tribulation mode was fun but for me a bit too casual. We cleared TM on the first day and I don’t understand why it was nerfed.
Take a look at this:
https://forum-en.gw2archive.eu/forum/livingworld/sab-bts/It-was-too-easy-Tribulation-Mode-complete
That’s why I usually watch a playthrough before i go through an area.
All it does is save me time from running into invisible instant-kills that no amount of skill can prevent.
You can avoid several of them by guessing, but guessing only goes so far.
I did love the lava floors though. I could find them without a walkthrough by noticing the lower areas or turning my camera into the trap to see if it is solid ground.
It has a very specific design behind, as farzo said. It’s niche, but some people like it.
Trial and error certainly plays a huge role in Tribulation Mode ( and the games it takes inspiration from ), but it’s certainly not the only thing needed to go through: after you learn the traps, there’s still some pretty hard platforming to do.
But hey, thanks for stating the obvious. Next time read mor of Josh’ posts.
Sorry but your definition of difficult for tribulation is flawed. Invisible traps are not hard, you just need to know where they are and simply remember where they are.
…
Tribulation mode is just a kitten trial and error, very poorly thought out. A timed trial would of been more difficult, but this is just silly.
They don’t call it “hard mode”. They call it “tribulation mode” and defined it as being the frustrating, trial-and-error game type found in cat Mario and I wanna be the guy. (IE, exactly what you just called it)- it requires large expenditure of lives and many very tricky jumps must be repeated several times to learn the course down the road. So you’re right, it’s trial and error. As designed.
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