Thumbless_Bot wrote: »The worst part is that you are basically living on the hopes of getting one buff, focused efforts.
The arc is still fun for the challenge it is though.
Necrotech_Master wrote: »in terms of "new mechanics" like actually giving the npcs more attacks, if the enemy health and dmg did not increase then those would likely become moot as you could still melt everything and high arcs wouldnt be as difficult
Yes I'm very ok with that, what else would you make to increase difficulty both gradually and infinitely? Quantity of mobs? How about forced latency?DestroyerPewnack wrote: »Is everyone okay with the difficulty of higher arcs being almost exclusively a function of more enemy damage and more enemy health?
But have you ever played yourself into higher (like arc8+) arcs?DestroyerPewnack wrote: »I watched some gameplay videos of people reaching higher arcs, and it's the most boring thing I've ever seen.
taking hit does not mean playing tank, and if one is soloing it, then one do all the taking hits, dodging hits, healing up and dealing dmg.DestroyerPewnack wrote: »They were essentially playing as solo tanks, desperately trying to avoid getting oneshot by everything, while slowly chipping away at the enemies' health bars, hoping that their verses/visions would carry them through it.
Why is that not ok? It's the same as soloing anything.DestroyerPewnack wrote: »How is this okay?
As this is not other PvE content, it doesn't have to follow the unspoken modem that the other group dungeon or trials follow, also, from normal mode to vet mode, most fights have no additional mechanics, and if only HM would introduce additional mechanics (some of which in my point of view is a total random aesthetic mixture), since there's no HM in IA, there shouldn't be additional mechanics.DestroyerPewnack wrote: »In other PvE content, sure, activating HM would give the enemy a reasonable boost in health and damage, but the real difficulty comes from new mechanics being introduced.
The Infinite Archive is by design "INFINITE" as indicated in its name. And what you are describing is simply a no death run on whatever content. If you really believe that's how you think to be the "best roguelike", then maybe you should try pull up group to no death all the dungoens and trials instead of messing up with IA, not to mention that you have multiple chances to die before really ending a run in IA.DestroyerPewnack wrote: »So it got me thinking, maybe the problem (if there is one?) is in the way this game mode has been designed. The best roguelikes I know are not "infinite". They have a set number of acts. This means the developers are not expected to find a way to guarantee that you die in the end, and therefore, they don't have to rely on things like scaling up enemy health/damage forever.
While you may dislike simply facing things that hits harder and harder, there could be other people who like to challenge themselves and to see how strong they could be. In that case, this would be the exact incentive, which if it makes no sense to you then it must be not your thing.DestroyerPewnack wrote: »In my view, the thing that makes all of this even worse is that there's no real incentive to put yourself through that misery.
With proper build and a good partner (and a good yourself of course), it can be as the same efficiency into higher arcs as in simply just arc1, and for those who just want to do delve into a long challenge, the sense of accomplishment is not something you may get from repeating arc1DestroyerPewnack wrote: »It's more efficient to farm Archival Fortunes on lower arcs, and there is no exclusive or perfected gear that you can only get from higher arcs.
The 10 crystal and a set piece is a complete joke to be considered a WEEKLY leaderboard reward, not to mention that the leaderboard is so long. If you really become so desperate to get more transmute crystal, just create a new char and run the daily base game pledges. 10 per day, almost no difficulty.DestroyerPewnack wrote: »Leaderboard rewards? Currently on PC EU, the folks in last position have reached 4/1/1. Basically, they beat the third arc, packed their stuff and left, thereby guaranteeing that they'll get their non-curated weekly leaderboard reward.
I personally also feel so, but completely based on what IA is instead of just imagining it to be other already existing stuffs.DestroyerPewnack wrote: »There's so much potential being wasted in this game mode.
Yes I'm very ok with that, what else would you make to increase difficulty both gradually and infinitely? Quantity of mobs? How about forced latency?
taking hit does not mean playing tank
As this is not other PvE content, it doesn't have to follow the unspoken modem that the other group dungeon or trials follow
The Infinite Archive is by design "INFINITE" as indicated in its name.
The thing about Infinite Archive is that your build does not stay same throughout the run. For example in my solo runs i use different builds at the start and then change it to another as i go deeper into the Arcs. This is fun for some people including me, constantly changing build based on your visions and boss encounters.
Sometimes i play safer during an Arc and face Marauder, after Marauder cycle is passed, i switch to another build to clear next add wave faster for example. Certain bosses also makes me change skills and even sets.
About higher Arcs being turned into misery, well with the right Visions and builds, even in solo, you can clear some later Arcs as fast as first Arcs. Surely after certain Arcs this is not the case but amount of Fortunes you can get from each cycle caps out at Arc 9 or 10 if i remember correctly so it is up to the player to decide how long they want to keep going after this point.
I wish they add more variety to this mode. More bosses, more locations, banishing system for visions. More variety of things to buy with Fortunes. What i also said in another thread that they could really just use already made locations for levels here. Imagine Fungal Grotto dungeon as a cycle or maybe part of it.
DestroyerPewnack wrote: »So it's either keep things as they are, or add forced latency? Do you know what a false dichotomy is? There are so many other things that can be added to increase difficulty organically, without mindlessly boosting enemy health and damage. Some of the bosses you fight are recycled from other dungeons, right? I don't see what the issue would be if they recycled some of those dungeons' mechanics, and started adding them to the higher arcs in the non-boss parts.
To bring up something in a talk just to make a point doesn't really sounds solid to justify the content of the point, in this case, that you want IA to introduce more mechanic as a means of increasing difficulties just because you've classified it in the PvE category and you consider that additional mechanic should be THE thing to make difference. If you've ever been through the first 4 arcs you should have known that there're additional things between each of them. Were you suggesting them non-existing?DestroyerPewnack wrote: »Yes, I know. I am comparing and contrasting IA to other PvE content in the game, to make a point. I can't compare IA to IA, because IA is IA. Can't believe I have to explain this...
DestroyerPewnack wrote: »It was called the Eternal Archive before. Names can change, that's no problem. And again, as I clearly stated in my initial post, I know that it's infinite by design. I wasn't waiting for you to point it out for me. I am criticizing that particular design choice, and I am saying it is responsible for the way IA plays out.
DestroyerPewnack wrote: »No, but having 50k+ health in full heavy armor, perma-blocking and doing peanut damage does. You also take all the damage when you're in a vet solo arena, or when you're soloing a world boss, but no one runs those activities with the spec I just mentioned, do they? So let's not pretend it's the same thing.
DestroyerPewnack wrote: »taking hit does not mean playing tank
No, but having 50k+ health in full heavy armor, perma-blocking and doing peanut damage does. You also take all the damage when you're in a vet solo arena, or when you're soloing a world boss, but no one runs those activities with the spec I just mentioned, do they? So let's not pretend it's the same thing.
valenwood_vegan wrote: »A big reason it's not being run very much imo is that IA has been mostly abandoned like many other systems that have been added over the years. We're still waiting on that third class set. There haven't been new rewards added in ages. IA was last updated in u43 if I'm remembering correctly. It's the same enemies, the same verses and visions, the same side quests, every single time. Some of us really did enjoy it and ran it a lot and have *everything* one can get from it, but It gets old when it's left stagnant for months to years.
AlterBlika wrote: »Solo arenas and world bosses don't represent solo content well, idk why you're even bringing them up.
AlterBlika wrote: »If you don't like it then perhaps it's just not your thing?
The thing about Infinite Archive is that your build does not stay same throughout the run. For example in my solo runs i use different builds at the start and then change it to another as i go deeper into the Arcs. This is fun for some people including me, constantly changing build based on your visions and boss encounters.
Sometimes i play safer during an Arc and face Marauder, after Marauder cycle is passed, i switch to another build to clear next add wave faster for example. Certain bosses also makes me change skills and even sets.
About higher Arcs being turned into misery, well with the right Visions and builds, even in solo, you can clear some later Arcs as fast as first Arcs. Surely after certain Arcs this is not the case but amount of Fortunes you can get from each cycle caps out at Arc 9 or 10 if i remember correctly so it is up to the player to decide how long they want to keep going after this point.
I wish they add more variety to this mode. More bosses, more locations, banishing system for visions. More variety of things to buy with Fortunes. What i also said in another thread that they could really just use already made locations for levels here. Imagine Fungal Grotto dungeon as a cycle or maybe part of it.
DenverRalphy wrote: »Thumbless_Bot wrote: »The worst part is that you are basically living on the hopes of getting one buff, focused efforts.
The arc is still fun for the challenge it is though.
A lot of players seem to think focused efforts is the most important, but it's really not. Focused efforts is only good for speed runs of the first few arcs. Get to arc 4 after stacking too many focused efforts and you'll really feel the sting.
Thumbless_Bot wrote: »DenverRalphy wrote: »Thumbless_Bot wrote: »The worst part is that you are basically living on the hopes of getting one buff, focused efforts.
The arc is still fun for the challenge it is though.
A lot of players seem to think focused efforts is the most important, but it's really not. Focused efforts is only good for speed runs of the first few arcs. Get to arc 4 after stacking too many focused efforts and you'll really feel the sting.
I dont understand this comment. Stacking too many fe causes you to get hit harder?