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Originally Posted by Celestina
You are the only person I know of who had trouble in NM, if you're really that bad, then bring some guild mates. I can promise you if anyone you know is even a tad competent, it will go much smoother. If for some reason you're guild won't help you, then pug it.
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You have weird observation sills because I never said I had trouble. I said a lot of people were having trouble. My posts were specifically a critique of the poorly designed aspects of the recent quest. Players having trouble was a consequence of poor design.
Quote:
Originally Posted by byteme!
I was on topic. Face it you're by yourself in this debate.
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This thread is about the Thursday June 10th update, which is primarily the quest. Not about how many toons you completed WiK bounties with and how many days you did it.
I'm not the only one arguing there are poor design elements of this quest, in fact many people agree with my point about the beacons, some even said they are pointless for casters as well as melee (groups seem to have enjoyed them but I don't contest that). If by alone you mean alone in arguing that the quest was too hard... well I might be alone if that was what I argued at all, and it's not.
Quote:
Originally Posted by Kook~NBK~
A-Net has included in the design of these quests (this latest one especially) mechanics that encourage partying up with other players: 1. Party up with another person and there goes the low level henchies (assuming both people have heroes). 2. In "Help From Above," each player in the party can get the standard, the more standards, the more carnage. (see pages 1 & 2 of this thread)
So yeah, they may be poorly balanced for a H/H team (Yay, level 10 -15Alesia!), but for a party of Players + heroes, the balance isn't so far off.
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I'm all for players playing with other people, but creating a mission that doesn't appear to have considered H/H in NM in the design, or dealt with the obvious flaws, is just foolish. Ignoring people who want to do things in NM without other players to force group play isn't something I believe they intentionally did.
Going H/H on this had many frustrating pitfalls that are poor design, not poor player sill. From being unable to perform a role because you have a beacon (which would otherwise be a meaningless implementation if you drop it early or ignore it), to having henchmen that are behind the curve in armour and health. I'm not going to repeat these points again because it's apparent many of the responders are reading what they want, whether it was written or not.
My post is about the design choices made in this mission, not about the difficulty of the mission. My goal isn't to convince you it was was too hard, but to critique design elements and why I believe they were poor choices. I do this in hopes a CM will read it and I believe I have achieved that goal.
While it's not immediately specific to this update, it is a common theme in criticism or praise of new quests. I want to address the "challenge argument." People who want more challenge, play in HM because you want challenge not increased rewards. Play without PvE skills, play without consets. Play without that super niche hero set up that is so good, hell play without heroes at all. Play without dieing, play without elite skills, play without primary attributes, play on a time limit. There are plenty of things you have the power to do to make the game more challenging. All of them are as free and easy to turn on as selecting a different difficulty.This game is for everyone who plays, not the dude who hasn't seen sunlight in 5 years and completes every daily quest on every class in between speed clears of DoA. When kids want more challenge out of pokemon they limit their team to no evolving or specific "bad pokemon" and then play the game. Many console RPGs have a player created single character challenge. Try showing some of the initiative that these people do if you want a bigger challenge.