dungeon-difficulty

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  • Ghostcrawler responds to heroic dungeon difficulty complaints

    by 
    Fox Van Allen
    Fox Van Allen
    01.12.2011

    Lead Systems Designer Greg "Ghostcrawler" Street posted an entry on his blog yesterday called "Wow, Dungeons are Hard!" It's a rather lengthy (but worthwhile) read about the current state of Cataclysm heroics, Blizzard's philosophy on designing them, his impressions on their current difficulty level, and some advice for improving your performance. Like I said, it's an epic post, and we won't reprint the whole thing here. This, however, is the key takeaway: Wow, Dungeons are Hard! The bottom line is that we want Heroics and raids to be challenging, and that is particularly true now while the content is new and characters are still collecting gear. They're only going to get easier from here on out. We want players to approach an encounter, especially a Heroic encounter, as a puzzle to be solved. We want groups to communicate and strategize. And by extension, we want you to celebrate when you win instead of it being a foregone conclusion. On the other hand, we don't want you to stumble your way to victory. We don't want you to be able to overwhelm bosses without noticing or caring what they're doing. We don't want healers to be able to make up for all of the mistakes on the part of the other players. While at the end of the day, dungeons may just be gussied up loot vending machines, we want you to do more than push a button to get the loot. Ultimately, we don't want to give undergeared or unorganized groups a near guaranteed chance of success, because then the content will feel absolutely trivial for players in appropriate gear who communicate, cooperate, and strategize. source All that being said, though, is Blizzard really satisfied with its dungeon designs and their current level of difficulty? Hard heroics are indeed hard, but the updated PTR patch notes for 4.0.6 (which went live just yesterday at almost the exact same time Ghostcrawler was discussing heroics) indicate that a series of nerfs is coming our way. That will no doubt lead to player rejoicing, but remember -- heroics are naturally getting easier as people get more familiar with them and players continue to compile better gear, which makes completion even easier still.

  • Lost Pages of Taborea: Is Runes of Magic too easy?

    by 
    Jeremy Stratton
    Jeremy Stratton
    11.01.2010

    It seems things are never quiet in regard to Runes of Magic these days. If it isn't holiday events or new world bosses, it's large-scale balancing issues. Players may still be plugging away at title achievements this Halloween, but the event has been going long enough for people to settle into a daily routine and get back to everyday affairs. In other words: it's something to do, but the shiny is starting to wear off. I took advantage of this lull and decided to do a Q&A on the overall difficulty of RoM. It's not a huge issue; it's more like a constant issue that creeps into other discussions on class balance or the memento system. And after the attempted change to a percentage-based mana cost, it's definitely worth consideration. Is RoM too easy? The question seems like it'd be a quick one-line answer, but there are many ways to view it that would yield different outcomes. What are players' goals? How can a change to one system affect the whole game? How will future updates affect any changes made today? Is there an answer to whether RoM is too easy or not? Well. Let's find out.

  • Aika's latest dungeon is for the birds

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.09.2010

    It's been fairly quiet in terms of Aika news following the game's first major expansion, but the free-to-play game has just received a major update in the form of the Kynari Aviary. Concluding the story from the expansion of the Kynari civil war, the Aviary is the lynchpin of several story seeds and quests that lead players to challenge the malefactor of the Kynari people, Darkrane. He awaits within the dungeon, complete with new rewards and items for players of all skill levels. The dungeon features three difficulties -- Normal, Hard, and Elite, with the higher difficulties offering better spoils from the battle. It's also filled with high-end crafting materials, with Normal difficulty dropping a large amount of needed materials and Elite difficulty dropping one-of-a-kind recipes for some of the most powerful items in the game. Aika players can begin heading through the dungeon now, assuming that they've hit the level cap and have five friends willing to brave the Aviary.

  • Lost Pages of Taborea: A look into Chapter Three

    by 
    Jeremy Stratton
    Jeremy Stratton
    05.03.2010

    It's been a fun week of questing and exploration for me in Runes of Magic. I've been digging deeper into the heart of the Savage Lands and learning more lore while discovering new visual treasures. When I first entered the level 53 and up zone, I thought it was some kind of tropical dinosaur utopia. Most of the areas I ventured into have that visual style, but there's also a mix of Elven villages, mountains guarded by apemen and tiki style huts to give the zone unique variety. Of course, I gave all that a break when the first part of Chapter III: The Elder Kingdoms came out. I was anxious to see the new content with its new systems and pretty graphics. After impatiently waiting for my client to update, I was able to journey to the new lands and see some pretty cool stuff. Now, I think it's about time I gave some of my impressions before all of Chapter 3 is released and I'm too busy playing to write about it.