(edited by Moderator)
Whats wrong with this forum community?
There’s different types of hard…fun hard and not so fun hard.
There’s all sorts of hard things that are made “artificially” hard…like one shot mechanics. Those I don’t find fun, whether they’re harder or not.
I enjoy fights like the Lupi fight, or some of the fractal fights. I love the elemental boss at the end of the grawl fractal.
But I hate the Simin fight in path 4 of Arah. It’s not a fun mechanic for me.
It’s not ONLY about difficulty.
Just based on how this game is designed, I don’t think one shot mechanics can really be called artificial difficulty.
Anyway, there are two sides to this coin. Some people cry that hard content is too hard, while others cry that ‘hard’ content is too easy.
As much as I love complaining that ANet doesn’t supply much difficult content, I try to understand their situation.
because difficulty is time based lately in every new boss content. and this is the only way we can fail events… so timer feels like a punishment rather than a challenge.
my opinion anyway… i think you shouldn’t care about events that not fail, it is good if they always succed even if it takes a day long, you should create content because you want to entertain people not because you want to teach them failure even in games (we are plenty of failure wherever else we go).
oh i never was a casual player of gw2 anyway. i passed from hard core to no player at all (for some weeks now)
Join the Rainbow Pride
There’s different types of hard…fun hard and not so fun hard.
There’s all sorts of hard things that are made “artificially” hard…like one shot mechanics. Those I don’t find fun, whether they’re harder or not.
I enjoy fights like the Lupi fight, or some of the fractal fights. I love the elemental boss at the end of the grawl fractal.
But I hate the Simin fight in path 4 of Arah. It’s not a fun mechanic for me.
It’s not ONLY about difficulty.
What’s wrong with the Simin fight? When I did Arah with a guild group months ago, we got through Simin no problem and we had a warrior using sword/shield and an LB/SB ranger.
Morrï (Mesmer) | Serah Mahariel (Guardian) | Morrï Mahariel (Warrior)
“colesy’s on rampage today. Slaying casuals left, right and centre” – spoj
Nothing wrong. Perfectly natural outlet. Was there some predetermined way people are supposed to react or behave that this place is violating?
i like lupi and most of boss fractals too.
Join the Rainbow Pride
Just based on how this game is designed, I don’t think one shot mechanics can really be called artificial difficulty.
Anyway, there are two sides to this coin. Some people cry that hard content is too hard, while others cry that ‘hard’ content is too easy.
As much as I love complaining that ANet doesn’t supply much difficult content, I try to understand their situation.
I’m talking about stuff like the last boss in I think it’s CoE story mode, where he literally has killing shot as a skill. It’s just not fun…for me at least.
because difficulty is time based lately in every new boss content. and this is the only way we can fail events… so timer feels like a punishment rather than a challenge.
my opinion anyway… i think you shouldn’t care about events that not fail, it is good if they always succed even if it takes a day long, you should create content because you want to entertain people not because you want to teach them failure even in games (we are plenty of failure wherever else we go).
oh i never was a casual player of gw2 anyway. i passed from hard core to no player at all (for some weeks now)
I like the idea of a fail state for dragons . i dont know so much for some of the other world events but dragons should fail occasionally .
There’s different types of hard...fun hard and not so fun hard.
There’s all sorts of hard things that are made "artificially" hard...like one shot mechanics. Those I don’t find fun, whether they’re harder or not.
I enjoy fights like the Lupi fight, or some of the fractal fights. I love the elemental boss at the end of the grawl fractal.
But I hate the Simin fight in path 4 of Arah. It’s not a fun mechanic for me.
It’s not ONLY about difficulty.
I very much agree with you.
When a creature looks at you and you just fall over dead with no chance to react, that’s not very fun. Me and my mates love to do Lyssa in the early morning hours when there’s only 3 or 4 of us and the fight is really awesome. But when there’s 30+ players and that champ gorilla starts 1 hitting people with invisible rocks, just ewww....ewww!
[CDS] Caedas
Sanctum of Rall
(edited by Peetee.9406)
Just based on how this game is designed, I don’t think one shot mechanics can really be called artificial difficulty.
Anyway, there are two sides to this coin. Some people cry that hard content is too hard, while others cry that ‘hard’ content is too easy.
As much as I love complaining that ANet doesn’t supply much difficult content, I try to understand their situation.
I’m talking about stuff like the last boss in I think it’s CoE story mode, where he literally has killing shot as a skill. It’s just not fun…for me at least.
One-shot mechanics have forced me to become more vigilant at the very least. Knowing that one particular attack will kill me instantly if I don’t avoid it has made me a better player in general I feel.
It’s like SAB trib mode, I can honestly say I’m a better jumper now that I’ve completed it. At first I was frustrated, but over time I got better and better at timings and spatial awareness (if that can exist in a video game) and I honestly feel it even improved my problem solving skills. On so many occasions after dying 15 or so times trying to get somewhere I would just stop, look around, and brainstorm for creative solutions to get from point A to point B. Maybe if I go around the back side of this tree, or maybe I really can make this jump that looked impossible.
Sure there were times when the fun was sucked out of my body and replaced with hatred and disdain, but I could say that for anything that results in repeated failure until success.
It’s a medical condition, they say its terminal….
one shot mechanics can make yu aware and a “better” player, but just for that kind of content or this specific game.
if there is such a mechanic though, why do we need stat on armors? why do we have light, medium and heavy armors? why there are class with more hp than others?
if you only see variety of builds and stats in pvp and never in pve, there is something wrong going on…
Join the Rainbow Pride
There’s different types of hard…fun hard and not so fun hard.
There’s all sorts of hard things that are made “artificially” hard…like one shot mechanics. Those I don’t find fun, whether they’re harder or not.
I enjoy fights like the Lupi fight, or some of the fractal fights. I love the elemental boss at the end of the grawl fractal.
But I hate the Simin fight in path 4 of Arah. It’s not a fun mechanic for me.
It’s not ONLY about difficulty.
Eh, I’m intelligent enough to realize that not everything in the game was designed for me, so if I’m not into it I just ignore it. Someone else will find it fun, even if for me it’s too easy/hard/silly.
For instance, I’m not a fan of jumping puzzles. I have never set foot in the SAB, first or second, but I’m not going to rage against the devs for making content that I don’t like. Plenty of other people find it fun and enjoy the content, I’ll continue playing how I want to play.
The problem comes from the people who think they are the center of the universe, and thus everything in the world was created just for their enjoyment, and if they don’t like it then it was a mistake and must be fixed.
(edited by tolunart.2095)
Just based on how this game is designed, I don’t think one shot mechanics can really be called artificial difficulty.
Anyway, there are two sides to this coin. Some people cry that hard content is too hard, while others cry that ‘hard’ content is too easy.
As much as I love complaining that ANet doesn’t supply much difficult content, I try to understand their situation.
I’m talking about stuff like the last boss in I think it’s CoE story mode, where he literally has killing shot as a skill. It’s just not fun…for me at least.
One-shot mechanics have forced me to become more vigilant at the very least. Knowing that one particular attack will kill me instantly if I don’t avoid it has made me a better player in general I feel.
It’s like SAB trib mode, I can honestly say I’m a better jumper now that I’ve completed it. At first I was frustrated, but over time I got better and better at timings and spatial awareness (if that can exist in a video game) and I honestly feel it even improved my problem solving skills. On so many occasions after dying 15 or so times trying to get somewhere I would just stop, look around, and brainstorm for creative solutions to get from point A to point B. Maybe if I go around the back side of this tree, or maybe I really can make this jump that looked impossible.
Sure there were times when the fun was sucked out of my body and replaced with hatred and disdain, but I could say that for anything that results in repeated failure until success.
It doesn’t force you get to get better, because Downed State is their excuse for bad one shot mechanics.
One Shot mechanics are perfectly fine if they are perfectly clear and well telegraphed and are just one part of a boss’s mechanics.
If a boss literally just SPAMS one shots randomly and it’s impossible to see them, that is TERRIBLE design.
It’s sad because there are actually some examples of well designed boss fights in this game.