143381-wildstar-stopped-being-fun-at-max-level

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What would you like to see here, Yas? Boss in a box "training sessions?" How would learning a boss fight *SOLO* that requires team coordination be any use? "No Pain, No Reward" versions of the same content, where the mechanics are there but don't really hurt?


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there is a hazard training fabkit ... for housing that will spawn telegraphs everywhere that you have to dodge, soon as u touch one u will have to start again


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the real issue is the huge nerf to normals with f2p. before normals were just as hard if not harder due to lack of skill and amp points. now they are much easier and the vets were not nerfed as hard, so the jump from normals to vets is much greater now. this is the crux of the issue imo. this is just referring to dungeons because other vet content is not that difficult although can be frustrating and time consuming if trying to meet challenges like golds in shiphands or expeditions.


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The sad part in actuality is that the system is so simple that it's almost just obvious when a player is a pug. It's literally, bring 2 interrupts, if it begins casting, everyone use 1 int and the mob will be dead (typically) before it can cast again. If it's a boss, use 1 int for per cast (whole party), It's fairly obvious that's how most of this stuff is tuned.

well saying it's tuned for ilvl70 is hard to decipher, ilvl70 runed or not runed? ilvl60 with cheapest and highest possible level runes for ilvl60 gear gives my esper as much dmg as a GA ready character pre-drop, maybe a bit above even.


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This was also a pretty big issue I had with the game. After all the work I put into getting ready for the dungeon, it was anticlimactic that it was essentially the same thing with higher damage numbers. The only actual changes were pretty simple, like the telegraphs being sped up. I would have expected there to be more to it than that, but it felt like I was repeating the same dungeon again. It didn't feel like it was worth the effort it took to get there.


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The OP said:

I suspect the OP would have less of an issue if the dungeons at endgame were actually new.


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No, I did actually mean that as well, like I replied above. I mentioned it briefly in the OP post.

Glad to hear the later ones change it up more. Since those dungeons are much harder to reach than the normal versions, it seems appropriate that you're rewarded with interesting new content for getting there.

Edited October 15, 2015 by Reath


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