Post by Azherae on 2023-01-05 15:33:21
See title.
The latest tweet.
It's kinda too broad a question for raw feedback, I think, and it fits into a space I like discussing so I make the thread.
Difficult is subjective and should almost certainly be on a spectrum, so I'm going to frame this entirely differently, in terms of two things I can quantify. I will use BDO and Throne and Liberty for this, not Ashes, for a specific reason related to the other discussion about Tanking and Threat Management.
Difficulty in a PvE focused MMO or a game like Monster Hunter relative to large mobs basically comes down to two things:
"How fast can it wear you down when you make mistakes?"
and
"How long does it take to kill it?"/"What is the time limit on the fight?"
(Can skip to bottom from here if not interested in my 'definitions')
These multiply against each other for difficulty. If 'everything oneshots you if you don't parry/evade it' and 'you have to fight the thing for an hour', then it probably counts as 'very hard'. Fun not relevant to the question. It's hard because you have to play perfectly, but it could theoretically be easy or MADE easy to always parry/evade it (basically the mob could just be boring).
Similarly, if you have to take risks to defeat it within the time limit, and those risks cause you to get worn down/caught in loops of being unable to do damage so you have to take more risks to make up for it, it's usually also 'very hard'.
Add a group situation to this and it starts to apply only to the Tank if the mob's threat mechanics are generally controllable, especially with less AoEs or easily dodged ones. Which brings us to a conceptual space Throne and Liberty 'tanking' occupies. The Tank has another weapon. They can swap to it whenever they have 'enough threat' to do more damage. I mention this only because it is explicitly a 'stance change' where no matter what the mechanics are, the only reason to make this choice is that you're looking at the 'two things' I mentioned and deciding which one is the 'current problem'.
"I am not going to change, because if I make a mistake it will wear us down."
"I am going to change, because if we don't kill it faster, it will wear us down."
On a spectrum of 'Wears me down fast but takes 10m to kill' to 'Causes complex scenarios but takes 30m to kill or enrages at 30m', where are you?
If you like neither AND don't like the inbetween, please note what your concept of 'hard' is, or if you just think large mobs should be 'easy'.
The latest tweet.
It's kinda too broad a question for raw feedback, I think, and it fits into a space I like discussing so I make the thread.
Difficult is subjective and should almost certainly be on a spectrum, so I'm going to frame this entirely differently, in terms of two things I can quantify. I will use BDO and Throne and Liberty for this, not Ashes, for a specific reason related to the other discussion about Tanking and Threat Management.
Difficulty in a PvE focused MMO or a game like Monster Hunter relative to large mobs basically comes down to two things:
"How fast can it wear you down when you make mistakes?"
and
"How long does it take to kill it?"/"What is the time limit on the fight?"
(Can skip to bottom from here if not interested in my 'definitions')
These multiply against each other for difficulty. If 'everything oneshots you if you don't parry/evade it' and 'you have to fight the thing for an hour', then it probably counts as 'very hard'. Fun not relevant to the question. It's hard because you have to play perfectly, but it could theoretically be easy or MADE easy to always parry/evade it (basically the mob could just be boring).
Similarly, if you have to take risks to defeat it within the time limit, and those risks cause you to get worn down/caught in loops of being unable to do damage so you have to take more risks to make up for it, it's usually also 'very hard'.
Add a group situation to this and it starts to apply only to the Tank if the mob's threat mechanics are generally controllable, especially with less AoEs or easily dodged ones. Which brings us to a conceptual space Throne and Liberty 'tanking' occupies. The Tank has another weapon. They can swap to it whenever they have 'enough threat' to do more damage. I mention this only because it is explicitly a 'stance change' where no matter what the mechanics are, the only reason to make this choice is that you're looking at the 'two things' I mentioned and deciding which one is the 'current problem'.
"I am not going to change, because if I make a mistake it will wear us down."
"I am going to change, because if we don't kill it faster, it will wear us down."
On a spectrum of 'Wears me down fast but takes 10m to kill' to 'Causes complex scenarios but takes 30m to kill or enrages at 30m', where are you?
If you like neither AND don't like the inbetween, please note what your concept of 'hard' is, or if you just think large mobs should be 'easy'.