Scalecaller Peak.
Poison boss and Final. Completely different mechs, not even going to get into HM.
So the only way to learn mechs is through suffering and trial and error
I mostly play in pugs because one thing that really annoys me is that guilds want you to be experienced in vet content before they will accept you into a core, very few guilds on console take inexperienced players in and actually teach mechs of vet content. Or their elitist/toxic culture is sickening.
redlink1979 wrote: »
LadyNalcarya wrote: »Yeah, it would be great if they introduced a third difficulty to close the gap between normal the vet. So normal mode would become "easy" and there will be the next, "normal" difficulty where mechanics would be important, but not as punishing as they are in vet versions.
So the only way to learn mechs is through suffering and trial and error
So the only way to learn mechs is through suffering and trial and error
What's so wrong with learning through trial and error?
kathandira wrote: »So the only way to learn mechs is through suffering and trial and error
What's so wrong with learning through trial and error?
Indeed. This is how many learn. But as well, the age of internet breeds those who would rather let someone else figure things out, then wait for a guide, rather than living the learning process themselves.
So the only way to learn mechs is through suffering and trial and error. Yes, you can read about it and I have, but there is a difference in that.
codierussell wrote: »@Raisin
I completely agree with what you are saying. Firstly, the mechanics are usually there on normal but get ignored because there are no consequences to doing so. Secondly, I have been saying the exact same thing for awhile now, one shot mechanics do not make content harder.
Although I somewhat agree an in between difficulty would be good for lower end players the result would be the same difficulty as vet. With vSCP being brought up, I can almost guarantee that the problem mechanic is the persistent breath or whatever it is called. I haven't done it on normal but am guessing that it is not a one shot like in vet, so that would mean there is no in between difficulty as that is the only mechanic you will probably die from in either non hardmode and hardmode. You either get one shot or you survive, not to mention in vet a lot of groups just dps so fast that you don't get this mechanic.
I have always supported a full dungeon hardmode difficulty though. Something that would maybe nerf healing done, add more unpurgable bleeds that poses more of a threat than a one shot mechanic and on top of it add larger health to promote safer play not just a 3 mil burn. The new dungeons have very large health pools but honestly the fights are not that threatening so it just makes people bring in 3 really strong dps to get through it faster. I think making a harder difficulty could allow them to lower the regular vet difficulty and maybe close the gap.
I mostly play in pugs because one thing that really annoys me is that guilds want you to be experienced in vet content before they will accept you into a core, very few guilds on console take inexperienced players in and actually teach mechs of vet content. Or their elitist/toxic culture is sickening.
I have been playing for quite sometime now and had planned on posting this a while ago but not much of a conversation starter. But:
There is a huge difference in the mechanics and difficulty between normal content versus vet content. The most notable for me have been.
I mostly play in pugs because one thing that really annoys me is that guilds want you to be experienced in vet content before they will accept you into a core, very few guilds on console take inexperienced players in and actually teach mechs of vet content. Or their elitist/toxic culture is sickening.
Sunspire trial.
The Lokkestiiz and the final boss. If it’s you first time you have no idea what you’re in for. The group dynamic changes with the double stack and ice prison. The statues and dynamic mechanics on Final.
Scalecaller Peak.
Poison boss and Final. Completely different mechs, not even going to get into HM.
And there are many other same incidents through out the game. So the only way to learn mechs is through suffering and trial and error. Yes, you can read about it and I have, but there is a difference in that.
There should be a medium difficulty, where you have all the mechs of vet with normal health and 50% vet damage. This way, people who are new can learn without the struggle or the feeling that they are being carried or not worthy due to inexperience. This would benefit everyone guilds and pugs alike.
Thoughts?
Alright, I will be the one who throws the hand grenade.
The reason for the giant gap is animation canceling.
Normal is for the average player that can’t/won’t do AC and the vet content basically requires it.
And it’s horrible.
The current combat team is creating a two tier combat system and that is really disappointing. I remember back when the game began where the developers did not want to even allow dps meters and I wish they stuck to that commitment. The game would have been a lot more accessible. Now we have watered down abilities balanced around a mechanic that most modern combat video games would not touch with a ten foot pole.
Alright, I will be the one who throws the hand grenade.
The reason for the giant gap is animation canceling.
Normal is for the average player that can’t/won’t do AC and the vet content basically requires it.
And it’s horrible.
The current combat team is creating a two tier combat system and that is really disappointing. I remember back when the game began where the developers did not want to even allow dps meters and I wish they stuck to that commitment. The game would have been a lot more accessible. Now we have watered down abilities balanced around a mechanic that most modern combat video games would not touch with a ten foot pole.