walrusaurus said:
now i'm confused. I was talking about raid content, and i seems like your talking about 5-mans? If thats the case i would enquire if you've ever run one with a premade group, rather than a random dungeon finder one? The challenge is moderate at best for a group of people who are communicating, and not pants-on-head-retarded.
Back to the actual topic though, i wonder why they can't simply scale the health of all the mobs spawned by the rifts based on how many people are in it? Obviously there would need to be a minimum, of around 5 or 6 but after that just start spawning more stuff.
I've not bothered with raiding this expansion because I don't have the time or inclination to stress myself out in my free time getting geared enough for it. I play to relax and have fun, not get worked up over a video game. As for not using the random dungeon finder, I don't exactly have a regular schedule most of the time, and it's hard at best to schedule runs with my friends (not that I enjoy the prospect of scheduling every little aspect of my free time around a single game either), and not all my friends are exactly pros at the game. I dislike getting frustrated with my own friends.
On the issue of Rifts, the game spawns a number and intensity of Rifts (normal or elite, for example) based on the number of players in a zone. There have been times I've struggled with one rift to determine we didn't have enough to down it, but I either left to join a group at another rift or found that by the time I realized I couldn't handle it backup had arrived. And unlike the reviewer I've never felt cheated by being a big raid that's swept away rifts. It feels good, powerful, to just plow through one with a team after you spent some time struggling on another with a smaller group.
Why this sudden inclination to make every aspect of a game a "rewarding challenge" baffles me. The notion that that's what a video game should be about seems strange enough, but why not some variety anyhow? I thought that's what people complained about in Oblivion, that they got sick of every fight becoming a grueling challenge, and felt some things should be easier as you got more powerful. But this doesn't apply to MMOs? Is it the inherent ego-battle nature of forum communities and MMOs that promotes that, where everyone is terrified of admitting they ever found something too tough for them because they're left open as prey to the rabid dogs of the internet? I can only imagine that kind of system is attractive to a narrow segment of people.