Also I kinda disagree that "more health" is the solution to this. Bullet sponges are never a good development methodology to have in relation to difficulty, and neverr will be. No one wants to sit doing the same stuff for a longer time. More health doesn't = more difficulty. What makes a games difficulty should be the damage dealt by the boss, combined with good tangible and learnable mechanics.
z32
The analogies are getting worse.
I’ve never played competitive soccer, but I drive by fields on my way to work, I’m gonna stop in tomorrow and play goalie. It’s really gonna leave a bad taste in my mouth if they score on me, I’ll probably say the soccer community is toxic and won’t play it again until they promise not to score when I play goalie.
BardokRedSnow wrote: »Imagine if your trials and dungeons got replaced with a pve template for damage dealer, healer and tank, no sets to gain or earn, just vanilla template slop where everyone's the same and the difficulty was set to normal.
Worse, the player counts are tripled in number.
Would you like that? That's essentially what is happening here. Ultra snoozefest casual mode not even entertaining to pvers longer than two days.