Eternity of Pain defender attack value too high?

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Comments

  • GiuliameijGiuliameij Member Posts: 1,849 ★★★★
    It is called Eternity of pain, Not eternity of comfort, or eternity of minor inconvencience.
    Attack values are just fine for the rewards we are getting. If anything, things are too simple for the rewards we are getting.
  • J0eySn0wJ0eySn0w Member Posts: 960 ★★★★
    DNA3000 said:

    xNig said:

    Hopefully you’re not expecting to tank a full combo from him and survive.

    Are you saying the fight is totally fair and you enjoyed it? Why is being able to survive one combo too easy?
    It is not totally fair. It is totally unfair. It is intended to be totally unfair. EoP is not intended to be a welcome mat of reward piles. It is intended to test the highest tier players with the highest difficulty content in the game.

    Yes, we have control issues and yes, the game is not working properly in all respects. But that doesn't change the fact that EoP is not intended to be something within the reach of everyone attempting it. However hard you think it is, and regardless of why you think it is that hard, it is entirely possible that it is supposed to be that hard.

    To put it another way:
    J0eySn0w said:

    If the game was running very smoothly, it would been a challenging but not as painful as it is atm.

    There's no reason to believe this. What's more likely is, if the game was running very smoothly, EoP would have been tuned to be even more painful than it is now. It is not like the designers shoot an arrow randomly into the sky, and where ever it lands that's what the difficulty of the content becomes. They playtest it with the same game we have, and they tune the difficulty until it meets the level of difficulty they intend. The difficulty of EoP was set at a time when the game is performing the way it is now. The safe assumption is that if the game was functioning better, they would have kept increasing the difficulty of EoP until it reached the same amount of difficulty it is now with the game in the state it is in.
    And there’s no reason to believe this either. We can’t possibly know this fight design kept control issues in mind. And I don’t think they’d do that either. When you’re having dropped inputs in the middle of a combo, and your dex and parry are not connecting it makes a fighting more difficult and frustrating than it would be. It doesn’t mean without the input issues fight design isnt still painful. What you’re probably not factoring in your argument that this input issues doesn’t happen all the time. Some days it’s been better and other days it’s been terrible. So why would design a fight taking into consideration only the bad days.
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