Bellringer_sl
shitlord
- 387
- 0
Mob health is something that really bothers me in modern MMOs. Fights feel much less significant and much more faceroll when they only stay alive 5-10 seconds.
There is so much talk about "difficulty". I am not sure that is an appropriate phrase to use for an MMO. Risk vs Reward is probably the direction the debate should go. I am unsure you can eve make a PVE based MMO "difficult" in a twitchy skill based. I played a tank in both EQ and WoW. WoW was much more twitchy when it came to picking up adds in groups/raids and managing aggro on everything. Playing a tank in EQ was somewhat different. Pulling was super fun and agro was never really too much of an issue. There was much more group coordination (ala mob focus) in EQ. None of this was truly difficult. I am not sure what you guys want to be "difficult" in an MMO. Difficulty is for MOBAs, FPS games, RTS games, and the like. Not sure that can be or should be translated into the community driven MMO marketplace.
There is so much talk about "difficulty". I am not sure that is an appropriate phrase to use for an MMO. Risk vs Reward is probably the direction the debate should go. I am unsure you can eve make a PVE based MMO "difficult" in a twitchy skill based. I played a tank in both EQ and WoW. WoW was much more twitchy when it came to picking up adds in groups/raids and managing aggro on everything. Playing a tank in EQ was somewhat different. Pulling was super fun and agro was never really too much of an issue. There was much more group coordination (ala mob focus) in EQ. None of this was truly difficult. I am not sure what you guys want to be "difficult" in an MMO. Difficulty is for MOBAs, FPS games, RTS games, and the like. Not sure that can be or should be translated into the community driven MMO marketplace.