Could we get better boss balancing please?
in Living World
Posted by: VAHNeunzehnsechundsiebzig.3618
in Living World
Posted by: VAHNeunzehnsechundsiebzig.3618
I play Ele, condi build.
Head of Snake boss fight was an nightmare. It took me HOURS to get him down.
Flashpoint end fight was a walk in the park. I died once, because I kittened up, not because it was hard. It was enjoyable.
Need examples of these games that are balanced around the easy mode. You can’t just throw statements out there without backing it up with examples. And it should be you convincing us that it indeed needs a nerf and not us convincing you that it doesn’t. As you are clearly in the minority in this one.
I can actually think of very few games that don’t have their story modes balanced around very casual-friendly “normal” gameplay, and the few exceptions tend to have “Souls” in the title. I mean, just of games I’ve played fairly recently, Mass Effect (any), Dishonored 2, basically anything out of Bioware or Bethesda, the story modes are typically very hard to die in. If there are high challenge elements, they are either in harder optional difficulty settings, or in out of the way optional areas that have nothing to do with the core story. Again, nobody’s saying that they can’t offer challenging content, just that it shouldn’t be along the default story path.
You said damage was issue, this would be true if there was no space to maneuver on the platform but as there’s all the space you could ever need plus you can glide away in case of the worst case scenario
I admitted that gliding away wasn’t even something that occurred to me, since traditionally gliding off a platform in mid air would result in floating to your death, but again, that seems like an element that works better for a “git gud” encounter, a challenge mode where the point is to keep trying and improving and overcoming, whereas I think that story missions should be more straightforward, something meant to be fully grasped the first time through, rather than something intended to fail you so that you’d regroup and try again. Any “advice on how to do better” is entirely irrelevant to the point of this thread, which is that you shouldn’t need any advice to clear it, everything you need should just come naturally.
It’s a philosophical distinction.
Why have a fight at all if you win by default, without any knowledge of the fight or fight mechanics? You might just as well skip the fight and just do cutscenes then.
I think maybe you’re exaggerating my position. I’m not expecting an encounter that you can AFK through, that just completes itself. I’m just thinking of it more as a test that does not fail you before you’re done. I think the player should still need to learn how to defeat the enemy, I just think that he should not have to worry too much about being defeated while he’s figuring it out. The difference between a highly skilled/prepared and a less skilled/prepared player should not be that one succeeds and the other fails, but that the first succeeds much quicker than the latter. And of course if the latter player makes no attempt to actually learn the mechanics, then he would never succeed.
Nope, but when just about every single one of them is contrary to your “it’s so hard, it needs to be dumbed down” ethos, you need to take a step back and realise that maybe you’re the problem here.
But others have expressed difficulty with the encounter as well. It’s not as one-sided as you seem to think. It’s just that most of those people said their piece and moved on, while a few people keep coming back to pound on me until I shut up about it (which, spoiler alert, will not happen).
I don’t ever remember being at risk to dying in the tutorials and I used to key farm.
Once you understand even the basics of GW2 combat, it is very unlikely that you’ll die in the tutorial areas, because the lethal attacks are easy to avoid, but if you don’t understand the basics, if you don’t expect tutorial enemies to even _have lethal attacks, or aren’t used to having to manually dodge attacks in an MMO, the original tutorials could have some nasty surprises to them, that was my only point. GW2 was trying some really different things, great things, but not terribly familiar at the time.
Perhaps, the OP should be championing for an Infantile Mode, rather than a Challenge Mode.
I think that would come across as mocking to the players who used it, when the entire point is to make them feel more comfortable and powerful in the game. I don’t think you really understand the point of this thread.
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