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2/11/2015 3:05:19 AM
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A lot of good points but one funny flaw in there. "I can't beat the hard raid." "I don't have anything left to do."
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  • Edited by Hidefininja: 2/11/2015 3:39:42 AM
    I think it's worth noting that he said he doesn't feel the drive to work hard raid because it's the normal raid, with an induced artificial difficulty due to raising the enemy level cap above the player cap. Not only did they not introduce any new mechanics, but they [i]removed mechanics.[/i] It's like eating a delicious steak dinner with a paired glass of wine, and looking forward to the next one, only to be served a steak that is overcooked, with no wine. And when you look at the chef, they say, "Don't worry, the steak is tougher now. It'll be harder to eat it, and it'll take longer too!" I've not even stepped foot into hard Crota. I don't see the point. I play games for new and cool mechanics, not to repeat the same activity, but with fewer things going on.

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  • It's not like eating steak at all. The hard raid is supposed to be tougher. Steak isn't. Yes the level thing was lazy design. But normal was way too easy, it would have also been a mistake if hard mode wasn't hard, artificially or otherwise.

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  • You missed the point of the analogy. You know your meal should be delicious and satisfying both times. Instead, the chef superficially increases how long you'll be eating for while taking away one of the things that made it taste so good. They then congratulate themselves for their ingenuity. My main issue is that it wasn't difficult because there were new and surprising mechanics, but difficult because they took away a mechanic and relied on a 30% damage decrease to enemies and a 30% damage increase to players to provide the difficulty. Oh, and a wizard. There's your garnish.

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  • True but many if us have and imo it really isnt worth it anyway

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  • But he discusses the artificial difficulty of the level cap and the glitches inherent in Crota HM that serves as a pretty shitty impediment to accomplishing that goal. So why put in the effort to overcome lazy design choices and poor development when the rewards are either inconsistent earned or entirely worthless? Not even a flaw, but another point in the author's larger narrative.

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  • Bugs suck, I agree with that. And I agree with those that say the VoG was a better raid, better design. I don't have a big problem with the level thing though. So the enemies are stronger, what's wrong with that? They aren't at all impossible, and it is supposed to be hard. It's at least worth doing hard mode 3-4 times to get the drops. One thing they did improve is the drop rate this time around. But after that you are right back where the author mentions.

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  • It's not so much that they're harder, it's that they're harder merely because of a factor applied against your damage and a multiplier applied to theirs, because of the level discrepancy. It's lazy, and it's cheap. Rather than coming up with a new mechanic (like Weight of Crota in the lamps, or yellow piss in the Templar room), they just tweaked a few numbers. It's not interesting. And even with the improved drop rates, Crota HM still suffers from a loot sin of old: it grants weapons and armor already obtained even if there are other weapons and armor you haven't received. And it compounds the problem by randomizing stat rolls and perks. So "improvement" is a really lose term to use here. In many ways, TDB was two steps forward and two steps back. Hopefully, Bungie has truly learned from launch+TDB faults and start moving towards a better system.

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