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  1. #1

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    Quote Originally Posted by VeryVoodoo View Post
    Since you made it a question, no. Souls do not count.
    Right, fixed. Thanks!

  2. #2

    Join Date
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    Guild Orders Megathread-screenshot-15-.jpg
    Oh how sweet victory is!

  3. #3
    Did the R mission for Jormungandr. Was much easier than the Solomon mission.


  4. #4

    Join Date
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    Doing this shit with Andromeda was very tiresome.

    Fortunately I was able to clear it!.
    Looking for a kinda good account? Send me a Private Message or meet me at Discord: L'aventale.-#4530

    Quote Originally Posted by Cobblemaniac View Post
    Lavendaddy do your thing.
    Kamihime ID: 2700172

  5. #5
    Quote Originally Posted by sanahtlig View Post
    Mechanics like this just reiterate to me that the developers have no idea what they're doing.
    Or maybe, it's their cue that players need to start upping their game if they wanna stay in high level content. You should be glad that you can actually cheese out these what would otherwise be a brick wall for those who fail the gear check, because these same devs are perfectly happy to dish out contents with permanent buff / debuff and even ones that are undispellable / uncleansable.

  6. #6

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    Quote Originally Posted by Bear View Post
    Or maybe, it's their cue that players need to start upping their game if they wanna stay in high level content. You should be glad that you can actually cheese out these what would otherwise be a brick wall for those who fail the gear check, because these same devs are perfectly happy to dish out contents with permanent buff / debuff and even ones that are undispellable / uncleansable.
    From a design perspective, a hard damage check is better than a soft damage check with an inconvenient exploit to circumvent it. It's good that they eventually realized this.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  7. #7
    x255 Guest
    This is not the kind of game sold on super-polished gameplay mechanics you know

  8. #8
    Quote Originally Posted by sanahtlig View Post
    From a design perspective, a hard damage check is better than a soft damage check with an inconvenient exploit to circumvent it. It's good that they eventually realized this.
    It's meant as a grace bypass. Any vet who meet the requirement can just clear it like they normally so while those who don't will pay a small price of convenience. (And those still can't handle it, maybe they shouldn't be attempting the quest to begin with.) I don't see why 'casual' like yourself would complain about it when the game already has so few catch up measures for weaker players.

  9. #9

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    Quote Originally Posted by Bear View Post
    It's meant as a grace bypass. Any vet who meet the requirement can just clear it like they normally so while those who don't will pay a small price of convenience. (And those still can't handle it, maybe they shouldn't be attempting the quest to begin with.) I don't see why 'casual' like yourself would complain about it when the game already has so few catch up measures for weaker players.
    I've already stated my viewpoint: if you're using inconvenience as a means to balance encounters, your encounter design is flawed. Games are supposed to be fun (right?). The damage check should either be hard and very difficult to circumvent (acting as a gate), or soft and permitting alternative strategies (e.g., a debuff clear). If you want to make an encounter hard, make it hard. Don't make it inconvenient.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  10. #10
    Quote Originally Posted by sanahtlig View Post
    I've already stated my viewpoint: if you're using inconvenience as a means to balance encounters, your encounter design is flawed. Games are supposed to be fun (right?). The damage check should either be hard and very difficult to circumvent (acting as a gate), or soft and permitting alternative strategies (e.g., a debuff clear). If you want to make an encounter hard, make it hard. Don't make it inconvenient.
    Again you are forcing your own view on the masses. 'Fun' is subjective. Some people like that they are allowed to bypass gates for a bettee chance at obtaining rewards. Some others like yourself simply don't like to spend time. That's fine and all, because when it comes to consumers, there is no black and white 'right answer'. You're just gonna have to agree to disagree with others when it comes to preferences. As a matter of fact, waiting out Buff/Debuff is an acknowledged strat by the devs as demonstrated in their official stream, and none of the audience are bothered by it other than being mildly amused.

    So they've made some content hard enough. You don't make the cut. You pay a small price and move on, or you can quit on your own and come back once you get better. Simple as that. No one's pointing a gun at you forcing you to do what you don't enjoy doing, other than yourself.

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