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PvE difficulty scaling
#2
I feel like this is situational. Not everyone can solo dungeons, I've seen a lot of people go down hard in them. Hell I still get destroyed from time to time (poison/burn mobs are wildly difficult to deal with if I'm not careful alone. )
Like I'm sure there are SOME builds that absolutely mow through dungeons, but what I've seen most is people using captured mobs to clear dungeons because doing it by themselves would be too high a risk or equate to losing. I understand the idea is to get everyone to team up to do these but as long as people still rely on the mercenary monsters heavily, I think thats indicative that the content is currently difficult enough. Theres also the use of the traps that completely trivialize all the mobs in a dungeon if you play your cards right (something that isn't hard to do. )


Again this is just highly dependent on the build that someone is doing- and by raising the bar like this you might be making it needlessly more difficult for the next guy that doesn't have an omega level build or can't get a group of people quickly. I understand the sentiment though.

Also I'm not advocating for the removal of traps or mercenary mobs but y'know just outlining the fact that people use them because its hard for them. Your build in particular might be having an easy time but your neighbor might be having the worst time in the world.

EDIT: Now if its a mechanic people can opt into and it isn't forced then I guess I could jive with that but a overall increase would be worrying.
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Messages In This Thread
PvE difficulty scaling - by Poruku - 01-23-2023, 05:57 PM
RE: PvE difficulty scaling - by Infernalis - 01-23-2023, 09:53 PM
RE: PvE difficulty scaling - by Poruku - 01-23-2023, 10:03 PM
RE: PvE difficulty scaling - by Infernalis - 01-24-2023, 12:47 AM
RE: PvE difficulty scaling - by Shujin - 01-24-2023, 02:01 PM
RE: PvE difficulty scaling - by renowner - 01-24-2023, 03:32 PM

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