lolgaxe wrote:
TherionSaysWhat wrote:
Hey, do you guys remember when games were challenging?
I remember Nintendo Hardâ„¢, and would happily say GFY if someone suggested it be brought back.
I remember when everyone said "OMG Battletoads is SO hard!"
.... yet I managed to beat it.
But then, it was the same day I beat TMNT2: The Arcade Game.... without using the cheat code.
I was
on fire that day.
Heck, I had >5 lives at the end of Battletoads... I was doing levels and not getting killed and I was like "OMG, what's
with me today!?".
Then I got to the Terra Tubes and I didn't lose more than 2 lives and I'm like "omg omg omg omg... I can't believe this is happening... I'm gonna lose em all at the Tower..." and then I jump up into the Queen's chamber and I'm like "... I'm gonna die here, aren't I?" then I kill her and I'm like ".... w ... t.... f... did I Just... beat this game!?"
So, sometimes Nintendo Hard games can give one fond memories... but yes, most of the time, they end in frustration.
Edit: So uh, I was kinda in a hyper mood just now thinking about how awesome that day was, that I forgot to actually reply to the actual subject in the OP:
I can see where Ghostcrawler is coming from, to be honest. Tanks have enough to worry about, when it comes to avoiding the fire, interrupts, and trying to put out good DPS to help the mob die faster. There's also when to use Inq, WoG, and Shield, and a bunch of Other things on my mind. I hate having to also worry about some over-zealous DPS ontop of all of this other stuff going on.
He also mentioned Throttling. Nobody likes to do less DPS just because a tank is lower-geared than them, and nobody likes there to be a DPS ceiling where too much DPS = too much threat.
And then, there's how Vengeance currently works, I've heard lots of complaints (and experienced them myself) that it takes too long for a tank's Vengeance to catch up with the DPS threat on boss fights. I hate seeing Orange aggro around my portrait for the first 10-15 seconds, knowing that if the boss looks towards another one of the melees, that's going to cost the healer a bunch of mana, and perhaps the fight if we were "close" to being able to win already. It sounds like the Vengeance changes will let a tank, tank from second one instead of having to worry about blowing all of your high-threat abilities ASAP just to get control of the stupid thing while you wait for your Vengeance to catch up.
All-in-all, I think the stuff GC mentioned is great for the more casual side of endgame PvE; some hardcore raiders might not like it because it makes it "too easy" (but then any GOOD tank wouldn't be losing threat in the first place, would he?).
This is mostly a QoL change that affects mostly RDF, and newbie tanks. It takes some of the pain out of trying to tank Heroics, and trying to learn how to tank, and it allows casuals to continue to be casual without getting yelled at so often by the more elite players they get stuck with in RDFs, and it allows the elites to continue to measure their e-peen with Recount and not die (and start vote-kicking newbie tanks because they can't do max DPS etc).
Edited, Aug 16th 2011 9:54pm by Lyrailis