
Originally Posted by
MadFloyd
What are your thoughts on the overall difficulty of DDO? Sure, we offer difficulty choices, but do you find yourself in a postion where even Normal difficulty feels too much like hard?
I like the variety of difficulty, I don't remember finding myself with troubles doing normal.
If so, do you associate this with a given level in the game (e.g. 10+) or do you think there is just too much inconsistency throughout?
What's the right balance of challenge vs success for YOU? Do you expect to never fail when playing Normal - or would that simply bore you?
Personally, I consider my time to be important since it's a "limited ressource". Joining a group and failing isn't fun if I end up with nothing. I don't like to waste my time. That dosn't mean quests should be a guaranteed success but if a lot of time is spent in a quest, a failure with nothing isn't what I call a good thing. A short quest with easy access is different as you just jump back in. Examples of this is DQ2 compared to Titan and Von6, DQ2 you just jump back in, both Titan and VoN6 have the time sink that are the first parts. If on a failure, the entire group would be teleported back at the entrance with a reset on the entire encounter, that could be something good to consider.
I'm raising this subject for a few reasons. I think a lot of people expect that when it comes to an MMO, if you put time in you must get progress/reward out of it - and that failure is just plain bad. Spending 45 minutes into a quest only to fail can be very frustrating.
The Black Abbot is a good example here. I personally don't like much that raid because it's always a very long raid with very little to no reward. Only one chest at the end isn't enough. Normal Abbot should have one side chest, Hard 2 and Elite 3 chests (all added to the main chest). I rarely join groups for the Abbot because of the great time sink this raid is, the items are nice, but while doing the raid, I'm almost basically nerfing my guild by not brigning anything while any other raids have more rewards. The Tiles puzzle is almost always the longest part, if the person falls down, they die instantly and the puzzle fails, what about water in there like the ice puzzle, you fell down, you're in the water taking damage and have to jump back on a platform or simply you fall down, you are teleported back at the beginning of your puzzle and takes 200 damage and have a 10% slow debuff for a few minutes. Make the zone a no healing zone.
We have been accused (and perhaps there's truth to this) that we've been balancing the game for the uber-player. Are you finding this to be the case? It seems like a couple years ago the salient message from the community was 'enough with the easy button already!'
From what I've seen, this is entirely true. Is it bad, yes and no, it all depends of the situation.
I think the changes to the Reaver's Fate are bad. One example, 500 damage disintegrate in a level 14 quest, 16 on elite? Most epic monsters don't even have a disintegrate that deal so much damage, and not even the Black Abbot, a super caster.
Some people think the changes to The Shroud blades were a good change, I disagree on this one, I think a change was needed, but this one is too much imo. On any difficulty, in part4, Harry isn't the main threat but it's now the blades. Beware if you lag or place yourself at a bad spot. Seriously, Harry could be replaced with a huge Training Dummy and it wouldn't make much difference. Why it is now a much better option to go in with only casters?
Would love to know your thoughts on this. Feel free to reference specific quests.
Here's a quest that I consider silly on Elite: Acute Delerium. How many people actually completed this thing with a ful group of lvl 20s. This is insanely harder than most epic quests.
Another quest that a lot of people like: Weapons Shipment on elite. If you do it with a full group of 6, there's so much monsters that the game becomes unplayable due to lag and I've seen people dc because of this. Great change I agree compared to the snoozefest it used to be, but too much. Also, why did you made that quest so much easier to solo and invite people only for the end fight?
Bastion of Power with Dungeon Alert. I don't really think I need much to elaborate on this one, we all know DA is broken in that quest.
Another point, Air Elementals and the stupid knockdown effect. I tought you guys realized how air elementals were not fun, but extremely annoying and made changes accordingly. They were too easy, and now are back to their extremely annoying state.
Spies in the House on Epic needs to be reviewed seriously. That also bring to a different point: Have anyone ever tought it's silly that one of the main quests in the Sentinels pack storyline isn't Epic, but the side quest is Epic?