ThoughtRaven wrote: »Yeah this is a feature that adds flavor and immersion but unfortunately destroys balance.
YandereGirlfriend wrote: »ThoughtRaven wrote: »Yeah this is a feature that adds flavor and immersion but unfortunately destroys balance.
This is an easily solvable problem they've just chosen not to put in the work necessary to do so.
YandereGirlfriend wrote: »ThoughtRaven wrote: »Yeah this is a feature that adds flavor and immersion but unfortunately destroys balance.
This is an easily solvable problem they've just chosen not to put in the work necessary to do so.
Not really.
This is indeed solvable, I agree, but it's infinitely harder than you might think. The gigantic amount of wok needed was never worth it.
The more variables you add, the more balance is hard to achieve.
Removing enemy vulnerabilities was a wise move, it gives more time to develop more important things.
And frankly, if there were vulnerabilities, you'd either not see it or be barred from trials with certain builds.
Would be not good.
This would be so nice. Running specialist DPS so some know they are mob crowd control because they run (eg) poison damage, leaving fire damage DPS to focus down the boss. Added richness for group play. And frankly, who cares if NPC vulnerabilities mean that overland/delves become easy mode for solo players who deliberately try to min-max all the content?MindOfTheSwarm wrote: »Simple solution is to have different bosses in the same trial to have different weaknesses. It does not destroy balance at all, it’s wrong that one cookie cutter build can do everything.