It feels like the challenge has shifted away from the jobs themselves and into the boss fights. Many fights have become memory games: memorize the pattern, follow the cues, and you’ll be fine.
I think it would be much more engaging if:
Jobs themselves were challenging and meaningful to play, requiring real skill, resource management, and decision-making.
Boss mechanics were still interesting, but not the main source of difficulty.
Players could feel rewarded for mastering their rotation and reacting intelligently.
We need a balance tho. I dont think we want the job-design back from Heavensward.(That was maby a bit to hard and we dont need insane dps checks in Savage).
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I think it would be much more engaging if:
Jobs themselves were challenging and meaningful to play, requiring real skill, resource management, and decision-making.
Boss mechanics were still interesting, but not the main source of difficulty.
Players could feel rewarded for mastering their rotation and reacting intelligently.
We need a balance tho. I dont think we want the job-design back from Heavensward.(That was maby a bit to hard and we dont need insane dps checks in Savage).
Continue reading...