I’m having trouble articulating my points exactly but:
Frankly that is not a game I’d want to play, it sounds like a single player game. In single player you’re always going to succeed so the rewards are always yours, in an MMO that doesn’t hold true if you’re not as skilled at the game it doesn’t hand hold and you’ll quickly realize not all the rewards are yours.
And that’s fine. Don’t let the door hit ya.
What I choose to wear is based off 4 things,
1. Does it look good together (contrary to popular believe we don’t just stick on the rarest weapons and armor we have.)
2. What does this skin say about me.
3. How rare is this skin.
4. How likely am I to see someone else wearing this? (looking at you legendaries)
What I choose to wear is based off one thing:
1. Does it look good on my character?
Much simpler.
Its a problem because it diminishes the challenge. Raids are supposed to be challenge.
I am not a fan of “hard line” challenge. That is, I’m not a fan of challenge in which the skilled succeed and the unskilled fail completely. That just isn’t fun for those that aren’t particularly good at it. I prefer challenges in which the unskilled still succeed, but just take longer at it, while the role of the skilled is not “do you succeed or fail,” but rather “how WELL do you succeed?” The simplest example is new Teq. If you can’t complete it within 15 minutes, then you get no final reward, which I think is too little time for the average pug map to achieve. But the really top gear maps can compete to try and get the very best minimum times, well bellow that 15 minute threshold, and I see that as being the best point for challenge.
When raids are released and have been out long enough that the best strategies are well understood, the bragging rights for top-skill teams should not be “we managed to complete the raid,” it should be “we managed to complete the raid in closest to the minimum posted time,” or “we managed to complete the raid with zero deaths,” or other impressive, but not strictly necessary conditions. It would be helpful if the game could track these sorts of things internally.
Medium skilled, tanky geared players should, with a little practice, be able to clear these raids, but they should never be able to compete at the highest level in the time race. Think of it like golf. Nobody “fails” at golf, the only difference between the average Joe and a PGA champ is that the latter completes the course in far less time and fewer swings.
Tanking works fine, just not as dumb as in others game with artificial threat mechanics.
Archy and Mossman are great examples how can you make an advantage of the situation when the boss sticks to you. Thats why guardians often use Knights gear there so while they grab the agro and rotating blocks or simply backpedaling while the boss is slowed down, the rest of the party can damage the boss at free will. Of course when the kitten hits the fan and the boss suddenly turns around to rip off that poor ele’s face than you should react and hope the guard dude get the agro back soon.
It just requires more situational awareness. Watch the game, not the UI.
On the topic of tanking, couldn’t there be a built in tank mechanic to the fight? Like maybe have a field the player can pass through or some other interaction that would give you a buff, and this buff makes you have very high agro, with the mechanic being that certain characters deliberately take on massive agro, and then just have to survive the experience while the rest of the team does other tasks. I think this would be a lot more clear cut than fiddling with the current agro management systems.
If we removed Defiance, how would you propose a replacement that makes CC (interrupts, stuns, fears etc) valuable without creating a situation that allows players to CC a creature to death.
I mentioned a system above (similar to DT Moa’s current mechanisms), but another mechanism I think would be good is a “consolation prize” system, in which when you try to apply a debuff on an enemy that is immune to it, something else happens instead. For example, Tendrils are immune to pulls/pushes. I think when you use a pull/push effect on them, it should do bonus damage, to note that you’re basically yanking at their roots. Similarly, an enemy immune to immobilize could have it turned into Cripple, an enemy immune to Cripple could have it turned into Vulnerability, an enemy immune to Fear could have it turned into Weakness, etc. Since these effects often cap out anyways in zerg fights, perhaps these could be “new” stacks that stack separately from the default ones, so a boss could have a full stack of “normal” weakness, and also a stack of “consolation Weakness” from applying Fears. Hard CCs would still have an impact on the fight, even if you could not hit the full effect.
“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”