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Edited by Jastier: 10/29/2014 1:39:43 PM
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The fights should be challenging, and adding random teleport does add to the mix of difficulty. The mechanic of random teleport is a legit mechanic. Those who are complaining they can't properly create a strategy for this stage are just wrong. This game does not include some huge difference between classes, therefor there is zero reason why anyone who gets ported shouldn't be able to perform the task at hand. If player groups are having issue's with certain people carrying the relic or bringing down oracles, they need to achieve better game play. It all simply falls on the player to be aware and be pro-active in learning all key elements to a fight. What does trouble me is the lack of boss encounters and mixed mechanics in hard mode. A raid (end game content) should include a much more involved process than just two boss encounters. The path between bosses are great, and somewhat difficult/frustrating the first few trips. If hard mode is truly a test for guardians, they should be tested with harder boss mechanics. Inflating health and no resurrection between phases is simply not enough. How about no saving of "points" through-out the entire boss encounter. If you wipe you have to start it all over from last boss or entrance (Templar fight). I know my opinion may fall in the "just to difficult" for some to comprehend. But think about the idea that, end game content should only be completed by those who are actually worthy of it. It would definitely fix the issue of the by-standing raiders who are just there to collect loot. Teams would have to form a solid group of people willing to put in the work. It would also reward those who put fourth effort into completing the quote "hardest content in game." It also addresses the issue of hard mode only drops, as it would no longer be a collection of random people getting the save point from another team just to kill Atheon quick and grab loot. Just my 2 cents
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