I believe that dev's purpose of creating a savage fight is not only creating an opportunity to test players' ability of executing job's skills, reacting to "difficult" mechanics, also, dev wants players to have a sensation of success and having fun after a savage fight is cleared. Among PF community, the Tyrant savage in AAC savage series fails the above purpose significantly. Firstly, before the "Omen" mechanic, dev repeatedly uses the random weapons mechanic which is quite boring. Secondly "Omen", "Meteor Rain", "Arena Split", and even the "Stampede" mechanics are not designed overly complex to trick players. Nevertheless, dev dramatically increases the DPS check of Tyrant savage preventing players from clearing the fight after successfully handling the above-mentioned mechanics. After weeks of trying to clear a savage fight without a success, most PF players feel tired and frustrated. I believe that if dev needs to create a gatekeeping savage fight, it's better to create several fun and complex mechanics to test PF players' abilities, but players should be able to clear such a complex savage fight with week 1 or 2 gears. Dramatically increasing the DPC check without creating several complex and fun mechanics easily let players feel frustrated. I won't be surprised to see that many PF players might stop at Tyrant savage this tier and will never clear it and won't progress to start Lindwum savage. Hopefully in the future, when dev designs savage fight, they will balance well the feeling of pressure and having a sensation of success. I believe that creating a sensation of frustration for a savage difficulty level fight is not something dev wants to achieve.
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