![]() however, no end game participation is not awful by any standard. also player retention has proved higher.ĭF Actually has done ALOT right, and its end game participation is fine, the problem is the game has no where near the sub count it used to due to how badly its burnt players With the continous Ramming of borrowed power down the throats of players for 8 years.ĭF Wasnt a big seller and they’re struggling to regrab the playerbase they lost over shadowlands.Īffixs Sure, currently have such major issue surrounding. ![]() It’s about game design and creating challenging play.Įndgame participation is absolutely awful and is being singlehandedly carried by the fact that the current M+ system requires a billion runs to gear your characters which helps juice Blizzard´s M+ total run numbers.Įxcept, DF managed to sustain a Higher Quantity of mythic+ Complete then SL Did with half the population. So please avoid making this about “good vs bad” as it’s not about that. There’s no skill there, it’s just bad design. Mobs that are immune to CC and kicks, hard casting spells whilst standing on sanguine. Proof it’s bad: blizzard literally had to hotfix quaking to have no effect during the inhale mechanic… Quaking happening during forced stack mechanics. Lillith you don’t seem to understand the difference between a satisfying challenge that actually leaves room for skilled creative play, vs an utterly frustrating technical nightmare which is hard because it’s badly designed… Couple of examples: Something that changes the pulls and the dungeons like portals, skips, invis… make you experiment, trying different pulls with different class comps. Something personal that does not cause your death if a bad player screw it up. Īffixes should be challenging and fun, something you’re excited to go there and prove yourself. What y’all think? From silent pugs to coordinated push groups, let’s hear it!Īt the end of the day affixes whole role is making someones life harder so that you have chalenge in there instead pull everything on top of boss and aoe zerg it down like it was done in legion.īad players will fail good players will adapt and do them. It’s just odd man, DF so far has very much been the expansion where devs started learning from their mistakes, these all seem a step towards the wrong direction. Very easy to handle in coordinated groups that use voice, probably an absolute nightmare for pugs. 20 sec total up time, 8 seconds cast… Feels like both should be shorter, like 15 sec spawn, 5 seconds cast? I can think of all sorts of easy counter play from all classes, if it’s susceptible to all cc. Its cast is 8 seconds long which means plenty of time to interrupt even if we’re fighting mobs with an important interrupt rotation. This one seems like the most trivial of them all. All players nicely grouped together to soak or avoid a mechanic? Oh oh, better go step in the danger zone because if not you’ll get stunned and get killed by something else…ĭo healers really need more stress? Use dispel to get rid of the spirit, only for then another debuff to be cast and have no counter play for it. Mobs nicely stacked ready to be cleaved down? Oh no the tank has to move, sorry. I can see it’s only 10 yards, and even this slow snail knight can death advance his way out of it quite quickly out of it, it will cause issues in many scenarios. There’s going to be frustrating overlaps, stacking mechanics and other movement based tactics that are going to be so messed up. On paper, right now, Entangled is going to cause the same issues as quaking and other current affixes. ![]() Fully aware that they might very much be a WIP and there’s tuning to come etc…
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