Firkraag
neverlucky
- Gender
- Male
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- 42020932
Anguish is a great idea but a flawed one. Being able to play a difficulty above one where you pretty much steamroll everything makes the game more interesting long term(to me), but Anguish should also be consistently challenging and rewarded.
Rewards started off fairly insignficant for going into Anguish with a simple XP boost and 2% RDR and recently had a point where it really paid off going there with a bump in photon weapon patterns and their untekked rate. With the way Anguish is setup where enemies essentially just has a boost in survivability this makes some areas very difficult(ruins, seabed, some parts of CCA, desert) while in others(like forest) the reward structure was easily abusable since a boost of health and damage alone is not enough to make you afraid to go there even on A10.
In the examples of ruins, you have rooms where if you get knocked down by any cannon fodder and recover into a Chaos Sorcerer who is charging megid while a belra is shooting at you or delsaber jumping to one shot you you're going to have a real challenge already on Anguish 3. This goes for the other areas with enemies like sinows, delbiter, morfos, teleporting Gorans, Girtas and Merissa spawns as well.
This put some real emphasis on crowd control and knowing the spawns a lot more important.
A pattern and untekked rate bump for these areas definitely felt fair and going further into Anguish often isn't even an option so you would never have something like an unreasonable 94% untekked rate ever.
This is supposedly modelled after Diablo 3's Torment levels but without the champion and rare spawns which with the right attributes could really mess you up in any of the games areas and where a toughness boost had a huge impact you can't really apply this to PSO where it's just regular enemies all the time.
Anguish in this game would be a lot better if it wasn't tiered, a single difficulty where every area poses a threat by tuning things like enemy movement speed, recovery rate upon being attacked(making stunlocks less viable). Individually tuning enemies like allowing a Hidelt to do its shock attack faster and without interruption unless frozen giving Forest enough assholes to compete with some of the currently more challenging areas. Enough challenge to reward players with pattern 4 photon weapons throughout the entire game.
I still remember the first time I stepped into ultimate where suddenly everything charged at you at twice the speed, enemies had new twists to them that made it more challenging as well as finally giving you the rare drops that matter. Anguish should test players who have good gear already and award them accordingly, anywhere.
This would promote more variety in which area you select to spend your time, where for example even if you're not too interested in p-wand you might follow a friend into MA4 caves and feel equally rewarded with the chance of a good untekked weapon.
The game really opened up a couple weeks ago, and now tonight some of that was taken away. The new reward structure of Anguish made a lot of sense for most areas of this game and I hope that can be brought back in some shape or form that does not create a meta of easy A10 forest resets.
Rewards started off fairly insignficant for going into Anguish with a simple XP boost and 2% RDR and recently had a point where it really paid off going there with a bump in photon weapon patterns and their untekked rate. With the way Anguish is setup where enemies essentially just has a boost in survivability this makes some areas very difficult(ruins, seabed, some parts of CCA, desert) while in others(like forest) the reward structure was easily abusable since a boost of health and damage alone is not enough to make you afraid to go there even on A10.
In the examples of ruins, you have rooms where if you get knocked down by any cannon fodder and recover into a Chaos Sorcerer who is charging megid while a belra is shooting at you or delsaber jumping to one shot you you're going to have a real challenge already on Anguish 3. This goes for the other areas with enemies like sinows, delbiter, morfos, teleporting Gorans, Girtas and Merissa spawns as well.
This put some real emphasis on crowd control and knowing the spawns a lot more important.
A pattern and untekked rate bump for these areas definitely felt fair and going further into Anguish often isn't even an option so you would never have something like an unreasonable 94% untekked rate ever.
This is supposedly modelled after Diablo 3's Torment levels but without the champion and rare spawns which with the right attributes could really mess you up in any of the games areas and where a toughness boost had a huge impact you can't really apply this to PSO where it's just regular enemies all the time.
Anguish in this game would be a lot better if it wasn't tiered, a single difficulty where every area poses a threat by tuning things like enemy movement speed, recovery rate upon being attacked(making stunlocks less viable). Individually tuning enemies like allowing a Hidelt to do its shock attack faster and without interruption unless frozen giving Forest enough assholes to compete with some of the currently more challenging areas. Enough challenge to reward players with pattern 4 photon weapons throughout the entire game.
I still remember the first time I stepped into ultimate where suddenly everything charged at you at twice the speed, enemies had new twists to them that made it more challenging as well as finally giving you the rare drops that matter. Anguish should test players who have good gear already and award them accordingly, anywhere.
This would promote more variety in which area you select to spend your time, where for example even if you're not too interested in p-wand you might follow a friend into MA4 caves and feel equally rewarded with the chance of a good untekked weapon.
The game really opened up a couple weeks ago, and now tonight some of that was taken away. The new reward structure of Anguish made a lot of sense for most areas of this game and I hope that can be brought back in some shape or form that does not create a meta of easy A10 forest resets.