Then you’re not using your CD’s at the right time. Agatha is the easiest of all the challenges and you only die because of your own mistakes there.
My take in this challenge is that you save Recklesness and Whirlwind for when the boss spawn the imps that make her immune. At that time there will always spawn an imp that leaves behind a green zone when it can finish a cast. WW + Reck will kill em all in 3 sec. Even WW alone should be enough. The good thing is that WW shares a CD with those imps so you’ll know that when WW comes off CD you can expect the umbral imps.
As for the healing imps, they really don’t have that much hp, just use DBM timers and save your overpower for them and you should at least oneshot one of em before they can move.
EDIT: also 10 tries is nothing. I went through 2 stacks of food before I got it down, because I kept dying to the green boulders - my own mistake.
Yeah i guess most of my frustrations are coming from watching videos where people are just having way more throughput. I can not even copy their methods. I got <15% on phase 6 myself. With the throughput of them i would have been done too and can make a ‘guide-video’ (look at me being so good with 20% more throughput and more healthpoints). I play it apparently the hardmode… without doing it on purpose the hardmode.
I don’t know if that’s it but they might be abusing the old gear and sockets. That should have never been a thing. If they wanted a balanced experience, the encounters should have had 100% equal footing, so that it’s purely based on the player’s skill. They should have gone all the way and disabled all trinkets, enchants, sockets, any bonuses etc., and give us standardized stat templates. What we got with the abuse of old items is a massive oversight.
That’s the Challenge of the Mage Tower. You keep trying over and over again, and each time you do it you make small changes as things start to fall into place, until boom the boss dies and you enjoy your new Transmog :).
If you got a buff every time you died, people wouldn’t even try, they’ll just eat the repair bills until they have 1000% buff.
All RPGs have difficulty that reduces over time as gear/leveling makes you stronger and that lowers difficulty.
In Castlevania HoD I taped down the attack button on my Gameboy and left my guy whip spinning infinitely spawning enemies for 2 weeks. He hit level 99 and got 999 in all stat.
That’s what is basically happening in MT and people think they are “getting gud”.
The fights in the RPGs I’ve played never got easier per se, and there was always content appropriate for the level I was currently at. Outgearing content is different, but on the flipside there is almost always more content that requires that gear and is still challenging. A common theme in RPGs is that you need certain gear or a certain level to even be able to face a certain enemy, and in that process, you outlevel or outgear previous encounters. Like at level 5, defeating enemies that are level 7 can be hard, but once you get to level 10, those level 7 enemies become easy to beat, and maybe at level 30 you could oneshot them. However in nearly all RPGs, you can still find things appropriate to your level, or in some cases enable scaling so that you never outlevel your enemies.
That however is not even in the same ballpark and lowering difficulty based on the amount of attempts the player has had.
Once again proving that all those now gloating about “uh yes, we are sooo good, we loove so incredibly hard challenges” are nothing but a fraud; they don’t waant it challengeing either, otherwise they wouldn’t abuse such a system, just like they wouldn’t min-max the hell out of their characters and then complain about something being to easy.
Unless the buff was opt-in, it wouldn’t really matter. The encounters would just keep getting easier regardless if one tried to beat it legitimately or not. I wouldn’t like that one bit. However most people would cheese it by wiping intentionally anyway. It’s far to obvious a “solution” for people to pass on it.
I didn’t raid or even play much in WotLK so I didn’t know this was a thing, but there would be a similar argument with stuff like corruptions or Reorigination Array in Uldir, however the huge difference here is that these are time-based, but OP’s idea is based on failure rate. I’m not a fan of either, but I dislike the latter idea more.
I see now that I said “over time”, but what I meant is what OP suggested, that is lowering the difficulty as you fail. I should have been more specific.
See, you just provided an easy solution: give the buff to everyone, but make it so that the “we want it as hard as possible” guys can just disable it, maybe link an achivement to it: “Beat a challenge without having any determination buff”. Solved.