This is mainly directed at alerts. Which seem to suffer the worst. Short and sweet. Make fights HARDER, not artificially harder by tacking on more boss hp. The health pools are absolutely, undoubtedly, ridiculously high and it makes the fights boring (and still extremely simple, just unnecessarily longer) and the content becomes tedious. Just cut instanced boss hp by half and make them hit us harder. Throw in some more punishing aoe. Anything but this bull . Making a fight easy with the only mechanic being 'finish the alert before your controller battery runs out' is pitiful. Just make content replayable and a joy. (And a real challenge) ✌️
I believe after so many years they realized the only thing they can do to make content harder is to add way more mechanics. which would then bring in a lot more leg and latency for people who don't have good enough internet or the latest gen system. You see content isn't Fun just because you can die a lot it's fun because stats matter and you truly feel yourself progressing. But in order to feel that kind of achievement and for everyone to enjoy content and for enemies and bosses to be hard we must first move away from a casual RPG. We need a real RPG instead of trying to be like an RPG and make stats matter. Instead of a revamp where stats do not matter only mechanics where people can die from leg and latency problems
Learn to burn. Most people are just terrible at it so it feels that way. If everyone in there knows what they're doing... it flows at a good pace.
You clearly haven't been in the new elite+ alert because all the feedback opposes you, even from players who are much better DPS than you. Although I agree with you, you can't just make bosses hit harder either, or it just becomes ridiculous for the tanks.
Getting players in DCUO to do the mechanics of a fight is worse than herding cats. The amount of times the mechanic is as simple as “lunge” or “block” and yet everyone acts like they’ve never heard of that blows my mind. Making everything a tedious bullet sponge is the simple solution that even the most oblivious players can understand so I can understand *why* they go that route
Doesn't make it the right route, even if we understand why, personally the better route is to develop engaging mechanics and force the players to do it, even if it is herding cats. If you need to lunge you lunge, if you fail to lunge you die. If you fail to lunge repeatedly, you die repeatedly until you do lunge.
Which means raids never end. The amount of times I’ve been in Relics of Urgrund and that 1 boss that does a channel as well as a big AoE, but nobody counters those mechanics and you slowly lose players as they leave instead of listen to the simple instructions you provide is enormous. I would rather we get lots and lots of mechanics for every fight but the playerbase is apparently too dumb and too stubborn to make it a viable path for the game
Health is more difficult. Think about it a bit. If health is too low then you can drop your orbs, sick krypto on the boss, and pop supers and get yurr loot. However, with other mechanics involved, if you have to do them over and over again, then it becomes harder as you now need a heal to heal damage and have to keep on your toes to complete objectives, hit cogs, avoid aoe’s, etc. More health lets you experience the fight and take in the beautiful artwork the devs have laid before us. However, if your burn is slow, then you get to enjoy the artwork even more so.
You simply account for that sort of damage output and keep things reasonable based on what an acceptable level of damage output is while taking in to consideration all of this. When the health is so high that even after dropping 10 Kryptos each then I'm sorry but Houston we've got a problem at that point.
Not seeing the increased health pool as an issue(mostly). What makes the fight longer than usual is the seed pod phases where Swamp Thing healed for more than half of his health pool when we had him down to less than 20% of his health, even when destroying the ads in quick order. I get that the Devs had to correct a bug where he wasn't healing in his seed pod, but healing that much is a bit over the top..especially considering the increased health pool. That and the random issues of when he comes out of his seed chasing everyone but the tank.
Players wants top damage all the time that has no leaderboards ranking, as much as they are obsessed with top damage. More boss hp is the way to go.
They can wait till CR is higher than the elite plus. I see no rush into the content. If they feel high boss hp takes too long. High hp boss takes too long vs playing games online for years is the same thing to me. Really makes no difference in doing anything new in life and spending years in a game as it is but dont take it when a boss health takes too long. And yes what you say is true but at a CR extent. But I'm sure eventually as the CR gets closer tho the elite plus, Can be just a bit less hassle for them. It's either really try the survival and skill of time it takes to take up down or just rait till cr gets higher. Really tho I see no rush and if players can't handle this challenge as much as they love that top damage scoreboard but can't handle it when it comes to this. Is confusing to me. Because I'm casual and don't care.
The problem is that Thursday's update increased the health pools in the elite version (which many people have pointed out), yet it is still not clear why this was done or if it was even intentional. A dev even replied to one of the comments pointing this out in the elite plus feedback thread, but his reply had nothing to do with the concern being raised in the comment (it seems like he didn't understand what the comment was saying) and instead talked about some unrelated bug. As for elite plus, I think the health pools should definitely be higher than elite, but I agree that they could use a slight reduction in this particular alert. In general, I agree that engaging mechanics are what make an alert fun. I tend to think of Royal War Elite as one of the better alerts we've had.
I'm strictly speaking for elite/+. What we want to see are more multi-layered mechanics. We want 2-4 mechanics to coincide. Although I'm good at blocking OHKO mechanics, I hate it as much as anyone else. Instead find mechanics to siphon our health exponentially. As players we can apply PIs onto our enemies, so why not allow bosses to do the same to us. Show us what makes the bosses "elite" in the instance. Right now they are giant sparring targets.