Wondering design thought process
Treo
Member Posts: 389 ★★
I am currently doing the last chapter of exploration in this month eq.
I am doing 3.1 … I often wonder why kabam designs the maps as they do but this one really got me wondering even more.
You get rewarded for a parry.
But we going to make it very hard to do so.
Let’s make the first parry fail
Then make them unstoppable while not bleeding.
Let’s also add a disorient for parrying to let the second parry fail often as well …
And all of this whole the game is having trouble with game controls.
This is just punishing game design which enhances the experienced buggy feeling. Other maps have this as well it’s always a few maps like 2-3 that have something like this … that relies on the part of the game that is currently broken and enhances the effects of the bugs.
I don’t understand why they just don’t use other nodes they have such a large pool of options but still using these kind of nodes
I am doing 3.1 … I often wonder why kabam designs the maps as they do but this one really got me wondering even more.
You get rewarded for a parry.
But we going to make it very hard to do so.
Let’s make the first parry fail
Then make them unstoppable while not bleeding.
Let’s also add a disorient for parrying to let the second parry fail often as well …
And all of this whole the game is having trouble with game controls.
This is just punishing game design which enhances the experienced buggy feeling. Other maps have this as well it’s always a few maps like 2-3 that have something like this … that relies on the part of the game that is currently broken and enhances the effects of the bugs.
I don’t understand why they just don’t use other nodes they have such a large pool of options but still using these kind of nodes
7
Comments
For bishop , use colosus with omega red!
If u r good at dexing his sps! Then a easy one shot! For rest! Apocalypse will clear all path fighfs easily