At first, the local Natives were suspected, but they have fled their hunting grounds with talk of a mysterious “Sky Wagon” in Half Moon Canyon. Now, people are missing too, including Marshal Bill’s ladylove, Miss Petunia May. The few that have been found are mutilated. Ĭattle from all over the territory have gone missing over the last few weeks. Herein lies a list of Mankind’s forces, its enemies and catalog of known psychic powers. The Empire, guided by their undying Emperor, faces enemies on all sides and even those from within. We sell a Grim Dark Bundle for a savings of 10%. The difference shouldn’t be, “this dungeon turns in a cancerous hellhole because it interacts so poorly with a single affix.NOT A STAND ALONE BOOK. Some dungeons are more single target, some are aoe heavy, some need delicate pulls and some require brute force. The difference in difficulty should be centered around how the dungeon is approached. In my opinion, that’s not a valuable disparity in success between dungeons. I pick these keys because these are the players aren’t scuffing keys because they don’t have the wherewithal to play around this affix. For WM, which has been mentioned as another difficult key on Sanguine, there were 658 successful runs at +18 or higher. At +18 and above there were 74 keys completed in time. There was clearly a conflict between the meta design for this dungeon and the way it interacts with certain affixes. The bosses are mostly throwaway, with the rock boss being the most boring fight in the history of the game. That’s a significant problem in a dungeon that is very clearly designed to be all about the trash. There are many mobs that are immune to CC or interrupts and more than any other affix, Sanguine makes the use of stuns a risky proposition. I think you’re points are solid up to the last one, which is part of the reason ML doesn’t mesh well with Sanguine. Presumably that means Tyrannical should be less of an issue there than perhaps in some other dungeons? I think your earlier comment that it’s Fortified that is a problem in Motherlode is likely valid, though. Use strats like bringing a hunter for misdirect to save 100 yards of running per pull. I get that that extra time may be too much in high keys, but that’s why they’re high keys - they’re supposed to be more difficult. Yes the tank spends more time running back and forth, but you lose less time that way than you do from wipes. In Waycrest, pull them back into rooms in Motherlode, pull them back to the last boss’s area or back to the large open area at the beginning. The general solution to Sanguine should be to pull the trash into larger open areas to kill them. The issue with ML specifically is that the trash is packed so tightly that you’ve frequently got the situation where you have to choose between running through sanguine or proximity pulling nearby packs. Waycrest is annoying because of the tight spaces. It’s nothing more than a way to upset players with little-to-no upside. In my opinion this problem goes WELL beyond L2P and it’s very definitely not clever “professional” quality game design. That means for most players that a ML key is essentially a roadblock that you are FORCED, with zero alternative regarding that key specifically, to either push through obnoxious, unfun content with a 83% likelihood it will reset in a setback in your key progression when your key depletes, or you can call it dead and sit on it until the next reset. I can’t tell you the success rate at the keys you seem to favor, around the +11 mark, but I can tell that at +13 there is a 17% success rate in ML this week. I posted that twice so you can think twice about your lame retorts of getting better. Getting a MOTHERLODE!! key from completing a dungeon is putting a near-dead-end on a players advancement, and subsequently their sense of fun. The biggest reason that this circumstance is unacceptable is that players have no agency over the key that they receive. Not only does it have a substantial, negative impact on the largest segment of the playerbase - that is, players running keys between levels 3 to 15- but it’s not even bringing the top level players any real sense of accomplishment, as they’re struggling equally or more, to complete keys on time. Intentionally developing your game so that segments of it are regularly unenjoyable is the kind of perverse, illogical decision that game developers think must be clever because they’re “professionals,” right.
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