Post by woqued on Jul 8, 2020 15:29:33 GMT
Anyone else miss those parts of the game where a hard/lucrative encounter could be just something you run to and then fight, like a big ass cave with a big ass dragon with no prelude - and you plan for that, not going through a potentially hours long ordeal before getting to it? Long arduous fights with tactics and recoveries in a single bossfight, instead of a long grind to a quickly demolished and dismantled bossfight.
I hope the devs go that way with Mechanus, where we might have maps with only a Boss or Miniboss on it and no trash clear to speak of - and that way they can make the boss fights harder and more interesting, and wiping won't be [as] punishing if it only takes a short time to get to it. Yknow, kinda like speedrunning Desert stones to unlock DB that type o thing. You can do the rest for exp, or in modern runs for EXP/BUR/Cano random drops, but you wouldn't have to choose the slog every time.
Since it will be the second Paragon run, they won't need to plan around one run sustaining people for years: we'll have some variance so maybe it can be designed to be balanced from the getgo around reasonable time investment/yields instead of the complete insanity that was Limbo upon release (and even now, arguably if you don't have access to multiboxing and capable&enjoyable hands on a frequent and consistent basis).
.. Looking at the Map plans for Mech, those are 4-6 maps per run. I really hope that there are some fairly empty maps or Boss-only maps in there, and increased challenge with mechanics more akin to PT2 Mini, Nishruu/Magebane and similar effects crafted against Melee/Ranged characters more so than PT2 Hard end fight which is just a dps check in epic/support dunktown. Since there are several different runs in Mechanus it provides oppourtunity to mix it up for different styles of play - where others offer more trash & exp and the , and others offer harder individual fights in Bosses. Otherwise I fear some of them might end up quite disliked in a way similar to the time investment / group setup requirements for Limbo pt2.
I hope the devs go that way with Mechanus, where we might have maps with only a Boss or Miniboss on it and no trash clear to speak of - and that way they can make the boss fights harder and more interesting, and wiping won't be [as] punishing if it only takes a short time to get to it. Yknow, kinda like speedrunning Desert stones to unlock DB that type o thing. You can do the rest for exp, or in modern runs for EXP/BUR/Cano random drops, but you wouldn't have to choose the slog every time.
Since it will be the second Paragon run, they won't need to plan around one run sustaining people for years: we'll have some variance so maybe it can be designed to be balanced from the getgo around reasonable time investment/yields instead of the complete insanity that was Limbo upon release (and even now, arguably if you don't have access to multiboxing and capable&enjoyable hands on a frequent and consistent basis).
.. Looking at the Map plans for Mech, those are 4-6 maps per run. I really hope that there are some fairly empty maps or Boss-only maps in there, and increased challenge with mechanics more akin to PT2 Mini, Nishruu/Magebane and similar effects crafted against Melee/Ranged characters more so than PT2 Hard end fight which is just a dps check in epic/support dunktown. Since there are several different runs in Mechanus it provides oppourtunity to mix it up for different styles of play - where others offer more trash & exp and the , and others offer harder individual fights in Bosses. Otherwise I fear some of them might end up quite disliked in a way similar to the time investment / group setup requirements for Limbo pt2.