@Replect
I understand. There’s just a few contradictions in the current game’s state. I would like to say that there’s challenge in the game, but there isn’t- I don’t even really play this game for a challenge. That’s the point. Most of the enemies in this game have the exact same AI as one another with different skills: rush, burn skills, repeat unless hp = threshold to retreat(only on specific enemies). There is no reason for a goblin to be as strong as a demon or a dragon, as that breaks any type of consistency the story and the game tries to create. I have fought gigantic foes (wurms, robots armed with machine guns and lasers, even dragons) that hardly lay scratches on me and somehow the zombies armed shovels and sharp rocks can take huge chunks out of my health.
There is also the issue with just power progression as a whole- I’m not really for it in the same way many people would like. This would be similar to taking a high ranking special ops and pinning them against a five year old with a spork and somehow getting the same beatdown as if they were fighting seasoned soldiers armed to the teeth on the front lines. I know this is a fantasy game and I can understand the attempt to keep relevance to all players across the board, but the type of “aggressive scaling” (or lack from more details) would absolutely destroy this game in terms of any progression at all if it were to extend to every element of the game.
Now, I would not mind if combat was relatively the same if (and this is a huge if) enemies actually had vastly superior AI and a wider variety of skills. The perceived “skill cap” in this game is so strictly tied to champ soloing and pvp that it’s almost an embarrassment. I really would not care if said goblin took only a two methods of attack to take down while I dragon would take, say, seven or eight- but the game just offers much of an illusion of this so called “depth”. Yes, some enemies later on have higher stats and like to use more conditions, but that generally isn’t something to be afraid of. Under those circumstances, if you in a level appropriate zone, you are WAY stronger than you would be trying to take down a lower zone, you should be using condition removal at that point (making those conditions meaningless), and dodging makes many attacks worthless when well timed. All-together, it’s not that much different already. There is a lot of blending going on.
All in all, I don’t play the game for the challenge, there really isn’t a lot to be had outside of the activities I discussed, unless one is not very avid in platforming- which is understandable. I don’t want to facestomp baddies in one hit, but I would like skill scaling to come back, or at least have the levels mean something. Really, under the argument that “more skill variety = more power” falls flat once you break the elite lock, which isn’t far into the game. From that point on, you should have every skill you need and always have a full set at all times. Previous areas are irrelevant then, unless you absolutely crave the map completion on multiple characters or just need to do dailies.
A slider would be nice for now, but I’m not a fan of the way things are going currently, as I don’t see any practical reason other than a cheap attempt to apply a moderate, stagnant challenge across the board. I still love this game though, and I’ll keep playing, but I don’t think that this is something that needs to be brushed aside.
(edited by ThatOneArtistGamer.2914)