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61

Wednesday, April 29th 2015, 3:55pm

Dk and Jester hit the nail once again, 30 seconds fights = no fun. Players playing by themselves= not surprising and we know why. Sadly if Gameforge could actually care and pass this on to Runewaker, but at the speed Runewaker works that will happen at level 150. So we are stuck with instances that are burn and boring sadly and we will have to deal with it, so now we want the merg emore than EVER!! NOW please tyvm.

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62

Wednesday, April 29th 2015, 7:16pm

My issue with Rom instances is that they are designed in such a way that it is very hard to figure out a certain "strat". Lets talk about even Belathis easy. Don't get me wrong that dungeon had some good bosses, I think second boss was fun to solo (actual solo not me with x number of alts) on easy. In a lot of the newer dungeons it is a short timer 20-30 seconds before BOOM you are just dead. This is why so many just go and burn. Heck that is why I aim for just burning when farming easy modes. There is no incentive for me to even attempt to try the strat. My gf and I were getting to the point of duoing Normal modes this way too.

The instances have been designed that there is a burn chance from the beginning- problem number one. If you make it so that the timing of the boss battle and the flow of the fight doesn't allow for a buff up time, burning is harder. I think Grotto 3rd had a mechanism where you had to do something before you could do dmg, so a burn was harder since you only had so much time (Those are pretty good strats). Bela 4th had the bubbles you had to get into, which was a good change too. My problem with Bela was how hard everything hit and that it was required for a quest. Personally I had a blast trying to figure it out, I just didn't like dieing in half a second without learning anything new to help develop a better strat.

This is the issue I have with the game and with the instances. You aren't required to learn strats in a lot of cases and you are doing just a burn or die in a lot of cases. Which to me, I don't have fun if I go in, buff to the hilt, alt debuff/buff to the hilt, and then get a 15 second fight. I feel an accomplishment at succeeding but was it really FUN? Weeks of gearing for a 20 second fight.... nope I am sorry, now I just don't enjoy it. Then you add in mechanics that are designed to make it harder to burn/etc when all it really is meant as a time limit or a serenstrum/tart opportunity. I just think they are stuck in a cycle of make it bigger, hit harder and at the 30 second mark put in a huge hit cycle.

It just isn't fun anymore, which is a shame because I remember the fun I had trying to figure out Hoto, KS, IDK, Bela, etc. I just haven't had that fun in a while. Easy modes have been pretty easy (for me) and Normal is a fun challenge but not when it is burn or die. Id like to have more than 30 seconds to do a boss.... and NOT because of a DPS check, but because of a mechanic.
Pretty much what I was trying to say, though you did an infinitely better job than I ever did.

Miss the last 3 bosses in bethH, back when we were still doing 3/3 and it took ~5 mins to kill 5th boss, 3 mins to kill 6th and we'd barely beat the enrage timer in last boss by less than 20 seconds each time. And those actually required people to pay a little bit of attention to move out of stuff. First gohh clear was a lot less exciting compared to first behh clear.

Bela was amazing fun too. It was a hell of a challenge even on easy, took a dozen attempts before we got the strat down and cleared it, and it felt amazing when we finally did.
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This post has been edited 10 times, last edit by "ruisen2000" (Apr 29th 2015, 7:39pm)


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63

Wednesday, April 29th 2015, 7:36pm

I'm not asking for infinately hard strats that no one will be able to do, I'm jsut asking for easy strats that people can do, that require people not alts.. and yes that won't solve the issue of people playing fotm classes and trying to burn or even burning... I just would appreciate if the game was multiplayer again. not muli boxing.
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64

Thursday, April 30th 2015, 1:14am

easy strat:

needs 12 players. boss gets 12 buffs. while any buffs on him are active, he can't be attacked or use attacks. each buff is different name / color. When buffs are active, a colored debuff is put on player to find that color in the room and click it, removing that color buff from the boss. After one minute, the boss heals 25%. Boss has 700m hp, 7k crit resist, but only 200k mdef/pdef. Rage timer is 15 minutes. (debuffs cause 1% + 10k HP tick every 2s?)

The strat could take 10s, but the easy factor is that you have one minute. The alt removing factor is that you have 12 debuffs to deal with. The non-op, youre going to just die part, is that the boss isn't hurting anyone, and you cannot burn.

That's just one thought that would mend alts in instances.


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65

Thursday, April 30th 2015, 2:19am

Why is RoM not massive? well the state of the current game, the game doesn't meet this criteria b/c too many people have left, via the server merge. The game isn't growing. Heck there's no promotions and when you have videos on youtube on how to hack with well known players who i won't call out commenting on these videos... you know the game has dwindled.

Multiplayer: Why isn't RoM Multiplayer? Well, who needs multiple people when you can solo endgame content as a wd/w with buff alts.

or duo, or trio.

This game has fallen so far that it's rediculous. People say this people say that. let me tell you the Reality of this, at least on Palenque.

Players rather invite their own alts over player buff alts. This may not be the case for your server or guild. But I can assure you, it is for some. Why? Well, why invite someone else when they can keep the loot for themselves? Borella mentioned in a previous post about how they invite reall player buff alts, well this isnt the case for some and players are getting left out for alts, and not progressing

Not sure what you mean by people having left via the server merge, but RoM was already far on the decline before people started using buff alts. There hasn't been any dramatic acceleration of people quitting because of buff alts. I share aardvark's view:


Then a few elite players started complaining and strategies were inserted into the instances, some reasonable some just silly like jumping from one different color block to another when the color of the boss changed, Some fool had tried to change the game into a Super Mario Brothers clone and people just got disgusted and quit.
This is suppose to be a game the more fun it is to play and quite often the easier it is to play the more people will play it. This game has become a job and hard work at that grinding is a good description of the game.
While some people want something very complex and hard to beat where a hundred deaths may be necessary to finish an instance, their numbers are very few. As the instances became more complex the number of people doing them became far fewer, More people want something simpler where they can win on a regular basis.

Based on my spotty memory, I think RoM started losing players after Grafu and Sardo came out because those instances became much more difficult than RT or KT. I can guarantee you that 99% of guilds have never done Annelia using strat. The problem as aardvark says is that it's just too difficult because you need a lot of people who are very hardcore to be able to do it. If you want to build a "massive" population base, this is not the way to do it! The vast majority of people like tank and spank because it doesn't take a large group of very dedicated players so much time trying to figure things out. You can just get off work and log in and join your guild run or even form any pug for a tank and spank, but that all stopped at Grafu. I don't think adding more strats will revive this game at all, rather maybe make it die faster because some not-really-good-but-rich players will leave.

The other thing, of course, is that this game is just too much of a grind. Every task in this game just takes way too long. How many people have enough time in a day to do all these dailies and minis and then spam all day and night for gear and stats? Not many. Then you add in the cost and that's enough to make one feel like a masochist with deep subconcious issues. RoM has gone way off the path and totally forgotten that a "game" is supposed to be fun and entertaining, not like a second job after you come home from your real job. I'm talking about the normal "masses" here, not the hardcore hangers-on that still play this game.

66

Thursday, April 30th 2015, 3:09am

The other thing, of course, is that this game is just too much of a grind. Every task in this game just takes way too long. How many people have enough time in a day to do all these dailies and minis and then spam all day and night for gear and stats? Not many. Then you add in the cost and that's enough to make one feel like a masochist with deep subconcious issues. RoM has gone way off the path and totally forgotten that a "game" is supposed to be fun and entertaining, not like a second job after you come home from your real job. I'm talking about the normal "masses" here, not the hardcore hangers-on that still play this game.


Very true. But I have to say I am split sided on this.

On one hand, there just too many buffs/titles etc that make things annoying.

I don't care to siege so that means I don't have any sw titles. I will however have to look at starting to do what I can to start picking them up because some of them are just so uber you have to have them. Wedding/friendship buffs are another example of just going over board on things to buff. The game designers can then say well we can make these hard mode bosses have "this much" def/mdef because when you tally up gear/stats/music/pets/legendary pets/codex/foods/wedding foods/house buffs/sw titles/friendship buffs/skill buffs etc you can reach "this" much pa, and reduces bosses defenses by "this much" so the bosses need "this much more" defense. Not everyone is that gdam dedicated. Myself I don't have sw titles or use friendship buffs as I type here. But I will have to start considering going through the motions to get those.

On the other hand, one of the things I love about this game is that hard work Is rewarded. So if you do put in the time and effort to learn you characters, stat/gear your characters get your sw title's etc, you will stand out more so than rich joe blow that joined rom a month ago. (Class balance/Buff alts/ buying your way up the ladder aside). Most MMO games that die quickly die because its too easy to be endgame and everyone has exactly the same gears.

So where do you find the balance that can bring new life in ... but not make those long time dedicated players quit in rage?

67

Thursday, April 30th 2015, 4:42am

As the level cap increases, instances have been moving away from strats and heading more to burn or die. Yes, there's sometimes an odd instance like bethalis, but most bosses (especially lately) are just basic kill it before it kills you. If RoM went back to their earlier model, this game would be more Multiplayer friendly. There's 3 bosses I can point out as multiplayer friendly strats.


1. HoS 6th (Colors)... Easy strat, but have to have a minimum of 5 players at the controls. To date, HoS remains unsoloable if you want a full run. Yes colors boss can be burned, but loot does not drop and door does not open if done so. ToSH 1st tried to replicate this, but failed when it punished players with a wipe with one mistake. Colors boss, even if you failed the strat a few times, could still beat it.

2. Sardo 1st (Catapults)... Even if you bring all the buff alts you can find, you won't be able to directly attack the boss. Forces players to use catapults to damage boss instead of a 10 sec burn. I don't know if there's a enrage timer, but if you don't protect the catapults (the only legitimate way to kill boss) then you go boom.

3. Grafu Annelia (Bears)... Whether you loved it, or hated it, this fight has phases. Drop the boss to a certain % and it goes immune. You must clear each phase (kill bears at same time/ kill 6th boss) for Annie to take damage again. Combined with bears that had to be kited, this is not a "just kill it before it kills us" fight.


I'm sure there's lots of other examples of good multiplayer friendly fights, but these 3 should be the basis for future instances. I know alot of people will cry "But we want easy tank-an-spank burn fights" but we need bosses that require players, not alt buffers to beat.

68

Thursday, April 30th 2015, 5:07am

KBN 6th has nice tactics and visually fantastic :)
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69

Thursday, April 30th 2015, 5:30am

This is why I recently quit .. Everything Runewaker has done in the last 2 years has steered very far from the fun-strat-heavy instances that I know and loved about RoM.

The addition of the new runes recently, along with the brown level 90 gear/weapons (even if you can't get some of them yet) just shows how little Runewaker cares about their games integrity.

Then you add in Gameforge with their horrendous itemshop prices, persistent lean towards Gotchas and well...its just not fun anymore. The game was amazing, with great potential but now it's just a burn-or-die fest. If anything, pve is becoming more and more like pvp - 1 hit them before they 1 hit you.
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70

Thursday, April 30th 2015, 9:33am

easy strat:

needs 12 players. boss gets 12 buffs. while any buffs on him are active, he can't be attacked or use attacks. each buff is different name / color. When buffs are active, a colored debuff is put on player to find that color in the room and click it, removing that color buff from the boss. After one minute, the boss heals 25%. Boss has 700m hp, 7k crit resist, but only 200k mdef/pdef. Rage timer is 15 minutes. (debuffs cause 1% + 10k HP tick every 2s?)

The strat could take 10s, but the easy factor is that you have one minute. The alt removing factor is that you have 12 debuffs to deal with. The non-op, youre going to just die part, is that the boss isn't hurting anyone, and you cannot burn.

That's just one thought that would mend alts in instances.



That's a little like HoS But it works and I liek it ;) not too ahrd, not burnable, well at the beginning and takes 12 people to do it...
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71

Thursday, April 30th 2015, 2:10pm

A way to amend that would be to make it more similar to colors and have it be 5 buffs randomly distributed. This would then unlock the first 20% of the boss's hp to be chipped down and then the process begins again. Maybe to make it a little more interesting, the dots on you cause the boss to gain 1% hp per tick on a player and have the ticks happen every 10 seconds for 5% + 20k on you. This would give you 40 seconds total to do the strat before he regains the 20% hp you just did. Every time he regains the full 20% you just did to him, you then re-unlock that % level once you do the strat. If he only regains 1%-19%, then he does not reenter the phase when he hits the 20% mark he was at before And you can take him down to the next 20% mark. 0% would still be dead like normal. Just a few of my personal preference modifications.
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72

Thursday, April 30th 2015, 2:24pm

Quoted





Quoted from "bleedingblak"





easy strat:



needs 12 players. boss gets 12 buffs. while any buffs on him are
active, he can't be attacked or use attacks. each buff is different
name / color. When buffs are active, a colored debuff is put on player
to find that color in the room and click it, removing that color buff
from the boss. After one minute, the boss heals 25%. Boss has 700m hp,
7k crit resist, but only 200k mdef/pdef. Rage timer is 15 minutes.
(debuffs cause 1% + 10k HP tick every 2s?)



The strat could take 10s, but the easy factor is that you have one
minute. The alt removing factor is that you have 12 debuffs to deal
with. The non-op, youre going to just die part, is that the boss isn't
hurting anyone, and you cannot burn.



That's just one thought that would mend alts in instances.


There is already a game that uses that same strategy it is called SUPER MARIO BROTHERS if I wanted to play a game like that I would get a Nintendo and joystick, Zelda and Castlevania also used strats like that but eventually gave up on them and moved on. If you want a puzzle game I suggest Myst and its successors. This game lost its soul when you couldn't burn bosses. The height of the population of the game was when Spank and Tank were popular and everyone was doing them playing and enjoying the game every area had people in it at all times. Then came the strats and silliness and since then the games population crashed.
While you may enjoy the strats and very hard boss fights that require immense time and many deaths, most people do not and will quit the game because of them. That is exactly what happened here people need to succeed and win a lot to keep playing the game and investing their money. The more complicated and difficult you make a game the less people will play it. It may be a big ego boost for some to say they can play the hardest game at the highest level but not enough people will play the game to keep it alive. The loss of population the closing of servers is to a great extent due to the constantly increasing difficulty factor of this game. It is not the only reason but a major one ignoring that is what caused our current problems.


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73

Thursday, April 30th 2015, 2:42pm

Wait, so you mean that population started declining with lvl 50? O.o You could tank and spank hos? You could tank and spank DL? You could tank and spank HoTO, TT, IDK, Clops? You could tank and spank ZS? Strats had always existed when the game was put out. FA has strats to it, as well as others I haven't really been in. If the game started declining as soon as they put in strats, then it started declining even before it's prime. Last I checked, quite a few people love a challenge. They wouldn't play something if it was too easy. Because it would be boring. Not fun. If you want to get technical, everything in the world has some sort of strategy to it. You need a strategy to make a business you founded grow. You need a strategy to persuade someone. You need a strategy to mow the lawn, even. If you don't make a plan (aka a strategy), the odds are that you will have a very difficult path that could very well end in failure.
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74

Thursday, April 30th 2015, 2:56pm

@ardvark I think you have it wrong, we are not asking for difficult bosses.we are asking for fair bosses that require a strat not just burn. Simple stuff like you get called do something or get a debuff do something or see something on the ground move away from it is what we are looking for i think.

I think aside from a few exeption, every boss should be possible to burn once you outgear the instance completly though. I'll give kbn as an example as i think the bosses in there had a very good design(boss fights only, trash was a bit insane imo). 1-4 is easily farmable on ez, but on hm they required to strat(burn in case of 4th). 5th would be farmable if it were not for the amount of trash there is to kill to reach it. Then 6th-7th are strat based bosses that you can only get on hm. To me a good instance is possible to burn once you outgear it, but is possible to get through with strats when you dont.

Also, i think the 1rst boss of an instance should never have a hard strat. keep the hard strats for the later bosses ideally 5-7th. It discourages ppl to die over and over on 1rst boss. I believe if tosh had a difference boss order more ppl would have run it as 1rst might be the hardest in the hole instance.
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75

Thursday, April 30th 2015, 2:58pm

spank-n-tank are fun every now and then....but every boss just gets redundant. if I wanted to play a redundent game I'd play super Mario...

TT was one of the best instances ever made. not impossible to burn, but the boss mechanics did their best to prevent it. same with IDK50.
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76

Thursday, April 30th 2015, 7:40pm

Who to cater design for...
- The heavy DPS players. "I like tank n spank bosses only."
OR
- The strat capable players. "I like reasonable strat bosses only."

Umn...why not provide both? When one enters an instance on <x> mode, they first enter a meeting room with some locked door and a relevant NPC. The NPC then gives two options which unlocks the door and allows players to start.
1) Tank N Spank Boss Mode
2) Strat Boss Mode

The instance will pretty much be the same for either choice except for the boss. In #1 option, the boss will have mechanics and stats that suits a tank n spank group appropriately for that mode. In #2 option, the boss will have mechanics and stats that suits a group that can tolerate reasonable strats for that mode.

E.G.
Instance <X> Hard Mode using option #1:
- Boss has 200M HP, 200k PDEF, 200k MDEF, etc.
- Boss enrages after 30 seconds.
- 2 players needs to go to a specific color to be able to hit boss. Repeat after 30 sec.

Instance <X> Hard Mode using option #2:
- Boss has 150M HP, 150k PDEF, 150k MDEF, etc.
- Boss enrages after 5 minutes.
- 10 players need to go to specific colors to be able to hit boss. Repeat after 30 sec.

Suddenly, you open up instances to all kinds of different players that want to: 1) Get the latest gear. 2) Have fun their way. :beer:

Do I think they (the developers) could pull something like this off with appropriate modifications? Nope, but one can only dream..

Would this solve the alt 'problem'? Nope, as the relevant group that uses alts could still go with option #1. However, if those players are having fun their way, all the more power to them. Move along to another guild that coincides with your playing style..
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This post has been edited 1 times, last edit by "MODRUNE01" (Apr 30th 2015, 9:54pm) with the following reason: Meh, punctuation issue..


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77

Thursday, April 30th 2015, 7:48pm

I think RW is capable of doing it due to RT. Do I expect them to be able to do it well? I got no smurfing idea.
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78

Thursday, April 30th 2015, 10:07pm

Who to cater design for...
- The heavy DPS players. "I like tank n spank bosses only."
OR
- The strat capable players. "I like reasonable strat bosses only."

Umn...why not provide both? When one enters an instance on mode, they first enter a meeting room with some locked door and a relevant NPC. The NPC then gives two options which unlocks the door and allows players to start.
1) Tank N Spank Boss Mode
2) Strat Boss Mode

The instance will pretty much be the same for either choice except for the boss. In #1 option, the boss will have mechanics and stats that suits a tank n spank group appropriately for that mode. In #2 option, the boss will have mechanics and stats that suits a group that can tolerate reasonable strats for that mode.

E.G.
Instance Hard Mode using option #1:
- Boss has 200M HP, 200k PDEF, 200k MDEF, etc.
- Boss enrages after 30 seconds.
- 2 players needs to go to a specific color to be able to hit boss. Repeat after 30 sec.

Instance Hard Mode using option #2:
- Boss has 150M HP, 150k PDEF, 150k MDEF, etc.
- Boss enrages after 5 minutes.
- 10 players need to go to specific colors to be able to hit boss. Repeat after 30 sec.

Suddenly, you open up instances to all kinds of different players that want to: 1) Get the latest gear. 2) Have fun their way. :beer:

Do I think they (the developers) could pull something like this off with appropriate modifications? Nope, but one can only dream..

Would this solve the alt 'problem'? Nope, as the relevant group that uses alts could still go with option #1. However, if those players are having fun their way, all the more power to them. Move along to another guild that coincides with your playing style..
I don't think they necessarily have to make new modes just to divide strats. Even in game with good instance design, some bosses are strat, while others are mix strat/DPS race. Also, normal mode is a nice place for less strat heavy boss fights. Hardmode bosses would have additional mechanics that are not in normal mode, or modified normal mode mechanics that makes it more difficult. basically, normal mode is easier both in gear requirement and strat requirement, and if you mess up strat in normal, you're punished less compared to HM.
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79

Thursday, April 30th 2015, 10:56pm

I don't think they necessarily have to make new modes just to divide strats. Even in game with good instance design, some bosses are strat, while others are mix strat/DPS race. Also, normal mode is a nice place for less strat heavy boss fights. Hardmode bosses would have additional mechanics that are not in normal mode, or modified normal mode mechanics that makes it more difficult. basically, normal mode is easier both in gear requirement and strat requirement, and if you mess up strat in normal, you're punished less compared to HM.
Not sure you understood the post. It was so that different group playing styles can be considered within the same mode (be it easy, norm, or hard).

One certainly can't get the latest hardmode gear in normal mode nor can one even bring in the same amount of players in normal mode to play with.

"Suddenly, you open up instances to all kinds of different players that want to: 1) Get the latest gear. 2) Have fun their way. "
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Thursday, April 30th 2015, 11:58pm

I don't think they necessarily have to make new modes just to divide strats. Even in game with good instance design, some bosses are strat, while others are mix strat/DPS race. Also, normal mode is a nice place for less strat heavy boss fights. Hardmode bosses would have additional mechanics that are not in normal mode, or modified normal mode mechanics that makes it more difficult. basically, normal mode is easier both in gear requirement and strat requirement, and if you mess up strat in normal, you're punished less compared to HM.
Not sure you understood the post. It was so that different group playing styles can be considered within the same mode (be it easy, norm, or hard).

One certainly can't get the latest hardmode gear in normal mode nor can one even bring in the same amount of players in normal mode to play with.

"Suddenly, you open up instances to all kinds of different players that want to: 1) Get the latest gear. 2) Have fun their way. "
I guess it depends on everyone's opinion on the purpose/design of instance difficulty. I am personally in favor of making normal mode drops better, and turning normal mode for groups who want decent gear (perhaps even 12 man normal) but are more laid back in instances, whereas HM is more for hardcore endgame raid players, and I read it with that as my bias.
Noblewarrior
lv 98/98/89/60 M/W/P/K
Kikosi 98/50/60 Wl/Ch/M
the fail clothie tank~

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