Post by Azherae on 2022-10-14 21:19:51
I meant best gear at your stage of progress.Also, part of this is from your lower experience with hard PvE, but for your reference, no one, I don't think even the TOP guilds, will care about the literal best gear BEFORE going to fight a hard boss.
If you don't die like 20 times before you even know what to DO with certainty, then it's not very hard. Mathematically there would be no progression pyramid.
This happens in PvP games too against top players. If you ditch the matchmaking and find a REALLY good player willing to keep fighting you, it takes 10-20 matches before you can even figure out what to do, far less manage to do it. At that point, your 'ability to win/learn because you do more damage or survive longer' is only minimally affected by the types of gear gaps I'm used to.
Wouldn't you need to be your best self to even see if it's possible to beat the boss at your progress stage? Or is that bad Lost Ark-like design of gear score that's not applicable to the games you've played?
Those games have laughably bad design.
As mentioned, those 'DPS checks' and other things you see in modern games are just a simplification. They are 'the result of someone who understood only part of older games recreating the part they understand'. I could rant for hours.
The crafting minigame options available for Intrepid's use are many and I am sure they have people on staff with at LEAST my skill level, wouldn't you assume so too?
I doubt there's any need to outline to them all the things they can do to make MMO crafting good. The reason other MMOs don't do it isn't because they can't figure out what to do, it's that they are catering to players who don't want to do harder things, and they limit the potential of the systems based on that.
This is true for nearly everything in 'modern' MMOs. Ashes is in no way required to do the same. Their challenge is actually the one I focus on:
"How can I make this as understandable as possible without dumbing it down?"