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Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: JaydenWindsong.4659

JaydenWindsong.4659

1) You mentioned that “They also act as a deterrent to prolong the life of the game” which might be the most wrong statement in the history of statements. It is, in fact, the exact opposite.

Complaining isn’t a bad thing in itself. How else would a developer know about our feelings on the game unless everyone only ever had positive things to say? Nothing can be fixed if nobody ever complains.

These dungeons aren’t challenging, they are hard. They are hard because the only element in them that isn’t easy is that every enemy and their grandmothers have a lot of hp and can 1-hit kill you. I never feel like a proper strategy will help because the only strategy for any of these fights is to throw everything I have at them and try and not get hit too much.

On another note: I don’t appreciate having content in a game that I might not be able to complete due to straight up skill. If this was the real life and I hadn’t paid for this game, I’d just say “Oh well… guess I’m just not good enough to do that” but as I have paid for this product, it is a giant slap in the face when the developer says “l2p nub”. There is no content in this game that can prepare you for their absurd dungeon runs and even the first dungeon you do is stupid hard with no learning aspect except beating your head against the enemies until they die.

I really have to say that I agree with a lot of what’s being said here. Too often, I feel as if there’s very little I can do in way of strategy to deal with the crazy mobs that are sometimes put in place. Take the one room of Silvers and Normals in Cakitten’s Manor, for example, where they’re all placed staring at each other in a circle — I hate that part. I feel as if it’s designed poorly; I want to be able to pull one at a time without pulling the entire death group of kitten and running for my life.

I understand what people are saying about this being kitten purpose, and that can be fun and all, but I don’t feel like that’s been achieved here; in a game that’s designed to have no true tanks or healers, the line from “fun and challenging” is often crossed to “annoyingly frustrating and rage-inducing.” I want to flip tables half the time.

I also feel that artificially forcing dungeons to be 45-60 minutes long and making people grind tokens is a cheap way to add in endgame content. To me, it feels like an insincere, dirty way, and an easy out. Not sure if that makes sense.

tl;dr — I don’t want face-melt hard, but I also don’t want a walk in the park, either. I want a challenge, but I also want things to be fun. I simply don’t feel as if continually making dungeons more frustrating is the right direction to go.