Eh. By hardcore standards, maybe. But he's a casual and that's okay. But what isn't okay is to expect the entire game to be at a casual level.
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It's unfair to expect Bungie to put out content exclusively for hardcore players. It's shit game design to commit your entire dev team toward making something that only 1% of your players will experience or benefit from. I was absolutely a casual in Year One, and I wasn't on the forums or LFG for any of it. And I felt left out of all the endgame content because I didn't put forth the effort to engage with it. That makes it MY fault, not Bungie's. In Year 2, I changed that. I joined clans, and when they proved too unwilling to help me learn, I made my own. And now I can raid any time I like, and I can even sherpa a group through King's Fall like I've been running it for years. What would be unfair on Bungie's part would be implementing content that, no matter the effort I put out, I would never be able to complete. I'm sure I could get a Flawless Passage if I tried, and Rank 5 Iron Banner too. But if Bungie implemented the changes everyone on here was guessing would hoping would be in Challenge Mode, or suggesting as possible ideas, I would never be good enough in a thousand years. That's poor game design. As it stands, I could work hard and train my Raid group and we could work through the Challenges and earn the rewards, because the challenge was designed as the next step after Hard Mode. If Hard Mode was already too easy for the elite, what makes you think Challenge Mode was going to be any different?
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1. Heroic KF was definitely not easy the first couple times we did it. And it's still not 'easy' really. But a challenge mode on a heroic difficulty should be something that makes you sweat. 2. Umm you've never reached rank 5 in Iron Banner? Hahahhahahahaa. Wow
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I suck at PvP and I know it. It's not fun doing something over and over that I'm bad at. Check my stats if you feel the need, but I'm not ashamed.
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No. See hard mode was a challenge when it first came out (for some more than others) but this challenge wasn't even noticed by most of the community, because it isn't even a change 1/3 of the time, like at all. Beat warpriest in 2 damage cycles, been doing that. Don't use same brand holder. Well it can be 1/3 platforms so there was only a 1/3 chance of thag happening anyways. Also the whole logic of "i could never beat it, so it's not fair" is ridiculous. Think of that logic extrapolated to the real world. I could never understood quantum machinics so no one else should / get paid to / it even exist. I could never afford a bugatti so no one else should be able to / the shouldn't exist. Or the even better one of, everyone should be able to / get one.
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I was on board till you started talking about quantum mechanics and Bugattis. Neither are a good parallel for the argument you're trying to make. My point was that people were asking for like eight additional modifiers that would make each fight LUDICROUS, which is not the point. It's supposed to be different. This rotation has to do with Auras. Maybe the next round of challenges will have to do with time. Maybe the next after will have to do with adds. Maybe the time after that will shut down supers. Who knows. Unfair was the wrong word, probably. The issue would be exclusion. If most of your player base can not reasonably get a reward or complete a task, that task was poorly designed. Some are meant to be DIFFICULT, but difficulty is subjective based on skill. Some people ACED Fear's Embrace solo. Some couldn't get close without a fireteam. Point being, both people could complete the task, which made it a good challenge. Same with each Raid, and the Hard Modes. There are always going to be impossibly good players that skew the stats, but you can't cater to them alone. You have to look at the majority of your players, and why they stick around. You have to design for the 90%, not the 1%.
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Yeah -blam!- that