Quote:
Originally Posted by Foxplay
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Sorry but the idea that raid caps make raids instantly "hard" is drinking the Kool aid retarded. All it does it let the developer more closely tailor the encounter to a more predictable limitation I order to tune the difficulty. You can still have easy raids and overtuned raids with raid caps. Its a set lazy control by Dev teams in order to theme park raid content
To say a game with no raid caps can't be hard is also dellusional.... On p99 it's been figured out for over a decade with prior game knowledge. But getting 80+ ppl together without wanting to throw your computer monitor out of the window is a challenge in itself
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On Tarew Marr there were only two raiding guilds all the way through Luclin. I'm not even sure there were other guilds who could do NTOV when PoP came out. If you weren't in Black Company or Enlightened Dark you never seriously challenged the high end game.
After PoP was released I took a long break, about 8 months then returned. I was invited to a new guild and went to my first raid. There were 88 people. Eighty fucking eight people on a single raid. That's not a raid, that's a zerg. I remember killing Seru the first time on our server with 23. Black Company didn't have 50 full time active players in the whole guild, certainly never more the 35-40 at any given raid.
So yeah, a mechanic that cut out the zerg rush to content was a pretty refreshing thing to see in EQ2.
And yeah, pulling shit to the zone with 10kpp worth of expendables, and 18 cleric chain and 70 or more people to kill it (only after having practiced it all on your own test server) gets absolutely less than zero respect from me. The only skill displayed is the pullers and only then with a hundred clicky crutches to prop them up.