Why was this necessary to change? This cannot be at the top of the priority list; there is way more urgent player feedback that could be focused on instead of removing a QoL skip from an already mob-pull bloated dungeon. Whether you skip the mob packs or not, it makes no difference with NPCs, so why was this done?
I get it, "it wasn't intentional". But this dungeon will have 8 mob packs total if you wall-to-wall all of them! This number might be the most out of ALL available dungeons, and this change will make this dungeon take so much longer than the other ARR dungeons.
Was it because new players get confused about it? I don't see how that'd be a valid argument considering that there are many dungeons that have equally confusing mechanics. Sastasha's clams don't have to be killed, mobs de-aggro from you in Copperbell Mines, and if that's not enough, you can skip a whole TON of mob pulls in many ARR dungeons (some HW ones too) if you just Sleep a mob pack outside of the boss room and let the arena wall block them from entering after pulling the boss, or just pull the boss and die, then take shortcut to the boss and skip all the mobs that way. Sure, Cutter's Cry's skip is the most common one, but I fail to see how it is a problem considering the multiple available skipping mechanics in ARR. I'd have thought it was not considered a problem by whomever designs dungeons.
I would inquire you to think about how a player would receive this change. After it's been skippable for a decade, do you believe a player would find it fun that it is now no longer skippable? After they realize that this basically equates to more time spent in the dungeon, I would wager their answer would be no. Most player's thoughts likely were: "Ah yes, it is this one where you can skip mobs between one boss at least.", which was a positive thing. Its one redeeming factor about the dungeon. (please show your disagreement in the comments, I would like to know if I'm wrong).
But I do digress, it is an exploit. However, could there not have been any other way to design the dungeon such that it would take the same amount of time and not be considered an exploit? Maybe remove one or two of the FIVE separate mob pulls before first boss perhaps? Or for example, instead fighting really forgettable, basic mobs... maybe have a mini-boss in the center of the hot springs we run by? Maybe give a little showcase of the Giant Tunnel Worm boss, and then have it run away, like the Brayflox Longstop's dragon? Please consider balancing it out, especially since Cutter's Cry was not a highly problematic dungeon to begin with.
This change is nothing but unwanted, unnecessary, and a detriment to all players playing the game. The skips made the ARR dungeons unique in ways that no other dungeon is today. Synching down is already painful enough for those who are tens of levels above the dungeon, please don't shackle them there longer than necessary.
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I get it, "it wasn't intentional". But this dungeon will have 8 mob packs total if you wall-to-wall all of them! This number might be the most out of ALL available dungeons, and this change will make this dungeon take so much longer than the other ARR dungeons.
Was it because new players get confused about it? I don't see how that'd be a valid argument considering that there are many dungeons that have equally confusing mechanics. Sastasha's clams don't have to be killed, mobs de-aggro from you in Copperbell Mines, and if that's not enough, you can skip a whole TON of mob pulls in many ARR dungeons (some HW ones too) if you just Sleep a mob pack outside of the boss room and let the arena wall block them from entering after pulling the boss, or just pull the boss and die, then take shortcut to the boss and skip all the mobs that way. Sure, Cutter's Cry's skip is the most common one, but I fail to see how it is a problem considering the multiple available skipping mechanics in ARR. I'd have thought it was not considered a problem by whomever designs dungeons.
I would inquire you to think about how a player would receive this change. After it's been skippable for a decade, do you believe a player would find it fun that it is now no longer skippable? After they realize that this basically equates to more time spent in the dungeon, I would wager their answer would be no. Most player's thoughts likely were: "Ah yes, it is this one where you can skip mobs between one boss at least.", which was a positive thing. Its one redeeming factor about the dungeon. (please show your disagreement in the comments, I would like to know if I'm wrong).
But I do digress, it is an exploit. However, could there not have been any other way to design the dungeon such that it would take the same amount of time and not be considered an exploit? Maybe remove one or two of the FIVE separate mob pulls before first boss perhaps? Or for example, instead fighting really forgettable, basic mobs... maybe have a mini-boss in the center of the hot springs we run by? Maybe give a little showcase of the Giant Tunnel Worm boss, and then have it run away, like the Brayflox Longstop's dragon? Please consider balancing it out, especially since Cutter's Cry was not a highly problematic dungeon to begin with.
This change is nothing but unwanted, unnecessary, and a detriment to all players playing the game. The skips made the ARR dungeons unique in ways that no other dungeon is today. Synching down is already painful enough for those who are tens of levels above the dungeon, please don't shackle them there longer than necessary.
Continue reading...