120370-attuned-and-unattuned-endgame-content

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Actually, yes. There's a difference between being sociable, and being forced into certain social situations. You should not decide how people get to be social, but instead give them options to allow them to be social in the way they choose.


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If you don't have time or skills to do attunement, why do you want it to be removed? You think someone will take you in raid in greens with 1.5k ap and that you haven't ever been in dungeons?


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For me personally, it is likely to be the world boss requirement. I just can't guarantee being around to catch the random world boss spawns, and I've never seen the Hellrose Bowl or R-12 active, ever.


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I know when they released Turns 6-10, they removed the weekly lockout on Turns 1-5. At the time, 6-10 still had lockout. They may have changed that again though, since i quit in the spring.


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I got attuned in the first month of release and it was incredibly hard. The time limit of dungeons was the biggest factor along with extremely poor itemization. I would run 10-20+ dungeon attempts a day with the exact same 4 people. Over 3 weeks,  200+ dungeon runs, I didn't find a single upgradeable piece of gear that was better than my adventure gear. This made the runs painful as I felt like I was wasting entire days doing this and my character wasn't getting any stronger. It also meant we couldn't rely on our characters getting stronger to carry us through. Instead we just had to use skill and luck to successfully silver a dungeon. I imagine most average PvEers quit at this point since I have an almost unhealthy "not going to give up no matter what" attitude and I found myself on the verge of quitting. Then the 5 of us finally achieved attunement. It was a good day. But then other guildmates needed help. We were totally burnt out of dungeons at this point and refused to. Instead, we left the guild and formed a new guild with other attuned members from other guilds. This destroyed whole guilds and left a lot of people guildless and unattuned. I'm sure that caused quite a few PvEers to quit as well. Then there was the issue with 20 and 40 mans. Data Scape is 40 man, so guilds would need a fairly large roster, but Genetic Archives is only 20 man. As a result many good players were left on the side lines or put into undesirable "B" teams. As a DPS stalker, I was not super important and offered very little for the raid. Since Warriors could do everything I could do but better, and with more CCs, me and the other DPS stalkers were put in the "B" group. That's when I left the guild and gave up on PVE entirely. To this day I have not stepped foot into GA, even though I had been attuned for 5+ months now. I do enjoy the stair step style of attunement. But the time and skill required, needs to be tuned to the average player and not the top 1%. The steps taken since July are good. Although dungeons are still slightly overtuned and unforgiving to Casual players (You know.. those players that make a company profitable). Not sure how many subs Carbine needs to lose before a light bulb goes off in someones head and they realize content that is challenging but beatable for the average player will be the only way Wildstar PvE recovers. It's easy to balance. For example, when balancing a new dungeon, grab 5 people in the office that consider themselves "casual" wildstar players. Have them run through the content. They should be able to complete the dungeon not knowing anything about it, in a couple hours for the first run through. If they can't, simply adjust telegraph casting time and damage of enemy specials until they can. At that point, it's good for release. You could always consider WoWs approach and offer a hardcore version of the dungeon with gear that is "heroic" in quality. Just because WoW thought of it first, doesn't mean you can't copy it. Hell how many ideas did WoW take from other games? It's perfectly fine.


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Which dungeons and which parts of them are you struggling with?


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Gimmicks is such a negative word. It's those features to the boss fights that take movement and skill to pull off that make Wildstar better than "stand still and DPS" bore-fest games like World of Warcraft. If the "gimmicks" are weakened so that anyone can do them and do not mean anything, the game will become just as bland and simple as a Tab-targeting RPG. Ram your face into the boss for a few hours until you and your whole party understands how to beat the boss and is skilled enough to avoid the boss's telegraphs. It's a boss, it's not supposed to be killable on your first go for most people.


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