Keep them for 10 people, but up the overall difficulty (when 10 people are present) the same as TA or Cosmics.
I'm sure they can do better with Rampages than they did with Cosmics since instanced content is a lot easier to make difficult without resorting to cheap tricks.
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they seemed to be ok, the sky rampage i always avoided due to the annoyance of all those little bots you have to go after. They should add in a snarky giggle for that club caprice escapee, Gravatar, everytime she immediately kills someone you just revived... -_-
I think what needs to revamped about them are the drop rates for those items you have to farm to get the end game sets. The rest of it feels legitimate.
Courage is doing what is right even when it isn't popular or safe. Honor is retaining the dignity and virtue in one's self, so it can light the way for others in the darkest of times. Compassion is showing patience and mercy towards others, even when it isn't returned or deserved. A hero is defined by these 3 words, they set him apart from others as a beacon of hope and excellence.
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Stupid instant random-target Force Cascades...
I've seen it stated multiple times on the forums and in zone chat that Fire & Ice is the ideal target difficulty for rampages...
So F&I should be left alone...
Gravitar needs a rework to be difficult rather than punishing...
Sky Command needs to be made into something that is actually enjoyable...
And Lemurian needs a revamped boss fight and to lose it's prelude fluff...
Blizzard I don't find interesting at all anymore for various reasons. Storyline wise they are starting to tread on things that they have done to death. The current expansion also doesn't interest me any further. Some of their earlier stuff (Pandera and the one after) was interesting. I don't know . . . I just haven't been feeling Legion, so I stopped playing it.
Either way, the content you hate has generally been popular and successful, so whatever you think you know, the facts show otherwise. Maybe you should just stick to those other games? So is he if you bothered to read.
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Right now I actually find Rampages incredibly appealing because they are doable but I enjoy the difficulty. I can go in with a PUG, and we can manage to pull it off 75% of the time. Making Rampages at or above the level of Cosmics puts a level of stress on the Rampages that I feel people like me wouldn't enjoy. We like PUGs! I actually love, LOVE Comics, but I like Rampages at its current step below Cosmics.
That said, I don't think it's a bad idea to look at them. I also love what limited experience I have had with FF14's boss battles, so I do know what you are talking about Gradii. I haven't experienced their end game stuff, however, but if you're meaning to implement intriguing mechanics over "difficult" mechanics, then that's a different story and I am quite interested where that would lead.
I feel like I'm both rambling and contradicting myself so I'm totally just going to stop here. lol.
I say stuff and I say things, sometimes together but only when I'm feeling adventurous.
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My super cool CC build and how to use it.
Not exactly... in CO most of those "easy mechanics" are more-or-less instant kill mechanics on anyone who doesn't hit block at just the right moment. In other games failing to avoid a powerful attack is more forgiving and actually encourages a team dynamic, if the DPS didn't get out of the way fast enough the healer needs to work more to keep them up so the group can continue. That's rarely the case in CO's endgame, here the difficulty takes a sharp dive from "cake walk" into "punishing", when a player fails to avoid a strong attack, unless they are built as an ubertank they will almost always die, there is no recovery phase that encourages teamwork, it's straight to "you screwed up, you're dead". People complain about cheap one-shot mechanics in other games because they disrupt the team dynamic and often result in people throwing blame in the wrong places. A DPS who gets caught in a one-shot mechanic almost always blames the Tank or Healer for their death, a Tank will always blame the Healer or accuse a DPS of pulling something, and a Healer will Blame the Tank for not holding aggro properly... Those sorts of reactions are why most big name MMOs have abandoned one-shot mechanics or put EXTREMELY OBVIOUS tells on them, and why when those mechanics do exist they are few and far between. I know there are many out there who will claim "CO has no one-shot mechanics" but that's simply not true, "one-shot" mechanics don't simply set your health to zero like some like to assume, they actually still deal damage, the amount of damage is usually far beyond the maximum amount of health possible in the game. In CO we have Cosmics that deal 10k+ DPS, any DPS who didn't dump a ton into Con is sitting at around 5k HP and likely has only about 50% resistance, a single unblocked 10k hit is instant death. I've seen 45k damage pop up from Gravitar in TA before, even a tank who fails a block against that will usually be one-shot. I've heard a lot of stories of ubertanks being one-shot by Cosmics when they missed a block.
Also, to everyone who keeps demanding difficult content, or praising the new content as "difficult and challenging"... The Qzone is NOT "difficult and challenging" it is punishing, Punishing does NOT equal difficult or challenging. Endless knock spam and holds without resistance is NOT difficult or challenging, it is just annoying. One-shot mechanics without any reasonable tells are not challenging, they are straight up bull$#!&. It's one thing to have actual difficult and challenging content, but when the "difficult and challenging" content we get is nothing but annoying and punishing garbage, it's not worth it.
PS - if you're getting one shot by non-one shot mechanics due to your low health, you have the option to change that stat: you choose not to. Punishing failure is a way of making content challenging. Claiming otherwise tries to completely ignore quite a lot of games that are widely acknowledged as being challenging.
Also "endless knock spam and holds without resistance" only happens if you play poorly. I know you might not want to admit it, but that's what's happening. I don't get endlessly knock spammed or held in QWZ when I'm playing on melee characters with little to no resistance. You can keep telling yourself this isn't the case, but that way of thinking will only prevent you from succeeding. Honestly, after my videos, trying to peddle this "endless knocks and holds" myth became a bit silly.
My super cool CC build and how to use it.
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Block timing explained
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Block timing explained
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You are lying if you claim there are no such mechanics in WoW dungeons, or especially an FFXIV dungeon when I use to watch a friends live stream of that watching the exact do this or die mechanics. That's all block is, and claiming that there are no one shots in other games, I mean seriously grow up Gradii and stop making up facts or linking articles you obviously never read that continuously disprove your view.
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If we followed the WoW formula then build variety would be completely dead. Everyone would essentially have to build the exact same way, IE all tanks would have to be defiance tanks heavy CON and either might or heavy weapons now. All DPS will be playing whatever AT or power set is the strongest at the moment and all heals and CC would have to have the exact same builds. Variety would have to take a back seat because to do it the WoW raid requires some level of optimization, even for LFR. LFR runs tend to get carried, a lot, by higher geared players, amazingly so, but when you enter a group of barely geared, in-optimized builds it's a nightmare.
Hell, WoW is where the Raid or Die mentality pretty much was fostered at. If WoW had a block button you would see it getting used to hell and back. During MOP brewmasters were nearly unstoppable, but only when played by highly skilled players. They became so badass that going without a brewmaster was almost unthinkable. Then they got severely nerfed for WoD and then again in Legion. Legion also saw the removal of tank self heals because it was just so blatantly powerful. And cuddle puddles are still a thing and of course it is a requirement in most raid guilds that you have DBM even for basic dungeons.
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Long story short, you're a troll when he can't bully, harass you or if you are not otherwise treating him like the smartest thing on the planet due to him continuously posting links or talking about games that completely contradict his completely wrong statements.
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Super high spike damage exists in other games including WoW. It's not new to the mmo genre. And it's quite blockable here.
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Talking about blatant lies... First off... WoW's formula involves various different forms of tanks each with their own style of mitigation. Warriors utilizing damage absorption and heavy armor for damage reduction, Druids utilizing a mixture of absorption and heal over time, Death knights mixing damage reduction with with strong lifesteal, Paladin's going with damage reduction and absorption plus self healing, Monks stagger incoming damage overtime and self heal, and Demon Hunters utilize minor damage absorption and massive self healing. The game is designed to make each of these feel different and all be effective. Some (Demon Hunters and Monks) require a much higher skill level to use effectively than others but even that is by design, and is a way to keep different types of players interested in the game.
LFR with barely geared players is only a nightmare when literally everyone is new to the raid and doesn't know the mechanics yet, or you're grouped with people who don't know how to play their class. Since each class and spec actually plays differently, this tends to happen quite often... people jump on a new class they hear is "topping of the charts" and think they can just run in and do max damage with little effort or face tank everything. The gear makes things easier, but it's the players themselves that make the distinction between a nightmare run and a good run.
Also, as should be pretty clear from the start of my post, Legion did NOT remove self heals from tanks... it reduced the power of certain tanks self-heals, added a self-heal to all DPS specs, and reduced the overall strength of healing from healing specs. The new dynamic is for tanks to actively mitigate damage as opposed to just face tanking everything and relying on the healer to keep them fully healed all the time. The old setup made healers extremely powerful and tanks were nearly unkillable from their passive mitigation alone.
What can a tank be in CO though that's different? Well besides the general brick builds, you have the fire builds, the lightning builds, the mystic builds, oh wait that's right every power set can be a tank and be excellent at it in Champions. I am not stuck kicking myself in the head because I want to be a stabby stabby person but can't be a dual weilder or someone that throws fire and be unable to tank. You can also *gasp* range tank in Champions as well and do it exceptionally well. Hell, you aren't neutered in the healing department either you can give yourself a nice heal power and tank effectively, and you can actually come up with the most bizarre set up and make it work for tanking in Champions. You aren't required to follow some strict guideline and look the same as everyone else, like you are in WoW. This is a blatant lie right here. Raid mechanics as pointed out are already in the dungeon log thing and before the raids even leave the PTR there are already multiple guides on each boss fight from the most prominent raiding guilds, even for LFR. There is literally no chance that anyone worth their salt and wanting to be serious about raiding would not be able to know what to do. Not even Blizzard gives you that change with their dungeon guide thing. Then of course you have the got to have it DBM, which practically tells you what to do for every encounter as it happens with blaring noises and icons for you. In most cases an LFR is succeeded thanks to the raiders who actually go along and usually the over geared people. In short a majority of the time, just like old vanilla, a small minority were carrying a vast majority, which is often reflected in the DPS, HPS and TPS meters quite handily.
They basically neutered healing to move the goal posts to a new addendum and made up a false narrative to cover up the nerf. Having tanked raids since Vanilla in WoW, any tank worth their salt was using their active mitigations and using your active mitigation is face tanking. It's not a new dynamic for tanking, it's just removing tools to create artificial challenge in the face that Blizzard follows the same formulas for dungeons as everyone else does. Hell, they removed smart healing to from the game, where orbital heals powers would actually, smartly, pick those with the lowest health, all to fit a new narrative of balance.
I remember when they tried that same tactic in Cataclysm, they tried to gut healing then to. Didn't work out well then either.
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