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Comments by "Limrasson" (@Limrasson) on "Asmon u0026 Kripp LOSE IT at Diablo 4 Necromancers Copium" video.
It does make sense, but then it feels like the difficulty is the Bethesda style "your damage now sucks" difficulty which I hate. Especially for ARPGs where, if you include a global difficulty can be real easily achieved by just stacking more prefixes on monsters/zones. In fact what I love to do the most in Path of Exile (and any ARPG that let's me) is to stack these as much as possible and then embrace the absolute mayhem that ensues. PoE system for mapmaking is amazing.
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@aMiracleeeee I really enjoyed the Pandaria Mythic dungeon challange. It makes sense to adjust HP and damage values because players were doing the same. SAme with raids and the like, the encounter itself demands that the monsters be scaled a bit, otherwise you end up skipping every mechanic and then it's just like raidfinder. But the repetitiveness of the thing and that mechanically the game has nothing new to offer means that most of the time (not always, but most of the time) the result is that you are either in a slugging match which isn't fun to play other than the odd "dies really hard" encounter OR it's cheese season where the difficulty doesn't matter either way.
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@aMiracleeeee Exactly. Pandaria was fun because it was challanging but didn't require you to grind the same thing endlessly. Both rifting/greater rifts in D3 and M+ right now are just "you have to grind the same thing for infinity" And on top of that the community is toxic as hell. But it's more or less expectable, since all content is "you can do one quickly, but you have to do it 50 times a week." Which means that players tend towards the "as quickly and effortlessly as possible" It's really not good and in the end it doesn't really matter. Which would you choose, a really difficult dungeon which takes 2 hours to completele or a really easy dungeon that takes only 5 minutes but you'll have to complete it 24 times to get the same reward as with the hard one?
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