
Originally Posted by
bbqzor
Have you stopped to consider that this is also a terrible idea? All difficulty steps are relatively even (as much as is possible given the diverse content involved). Why then, is EE suddenly being "ramped up" in a few spots to be harder?
Do you think the "Extreme challenge" of terminal delirium was successful? Since its never in an lfm and no one ever wants to run it because its a pain, Id have to say no. Havent even seen anyone with items from it walking around, no one wants to grind in those conditions. Let alone for the poor drop rates nowadays. It can be neat once to go get through it, but no one wants to go back 100 times for items. Certainly not enough for it to be a regular part of peoples content.
If ToEE befalls the same fate, where EE becomes a non-starter over excessive punitive mechanics, I am going to be furious. And I am sure I will not be alone. The game NEEDS this to work, and work well. I dont think "harder than appropriate" EE, on top of a random dungeon, on top of random loot, is looking like a solution.
Its going to (potentially) mean spam running overly difficult content, dealing with two kinds of random, and hoping to get what you want early enough to avoid raging out over the poor drop rates. That does not sound like a successful recipe there for game health or player enjoyment. Haunted Halls was extremely successful, but Im getting worried, you guys dont seem to be learning from that success and following in kind. You seem to be going to back to reinventing the wheel for essentially no reason.
Why. Making it "extra hard" is only going to appease a tiny portion of players who seek challenge, and then only the few times they feel doing one dungeon is amusing. If theyre asking for the whole game to come up, one dungeon isnt going to sate that, its going to be a diversion before they get bored with one dungeon; theyre already bored with a much larger chunk of content one quest wont change that. Making the named/loot randomly located is going to make trying to get specific things done on specific guys much more difficult. The two together sound like its going to be problematic to have goals there at all, unless that goal is to simply take a long time doing a hard dungeon completely for fun factor a few times. That goal, valid though it may be, wont provide longevity of interest or game health.
We need another staple here. I sincerely hope the difficulty is simply what one would expect for the dungeon level and its place in progression; and not "over done" to be "challenging". And I hope the random named/item factors are still wholly compatible with players hopes to equip certain characters certain ways, without undue hoop jumping in the process. Without both these things, this quest is NOT going to deliver, and the game cannot take more months of this limping along with too-rare items or too-unbalanced quests. The minority will always be dissatisfied, making it hard on everyone to try to appease them is compromising the majority.
People need to be in the quest, and excited to be in the quest, for it to work. And that means the quest has to be fun, and also be rewarding. Excessive scaling, and randomly located rares/loot-tables, are counter to that. I know its probably too late in the process to change gears, and youll undoubtedly feel like it should go to lama before any changes. Fine. But dont ignore this MMO staple: people need to be present in the content and enjoy the content, and be able to pursue and progress towards item rewards in a concrete fashion, for content to be successful. Be sure this is not overlooked. Please. Thanks.