The War Within + Old System?

Hard isn’t subjective. It’s relative. You can only denote difficulty when comparing it to something else. You finding a really easy task difficult doesn’t make it hard it just means you’re terrible. Saying it’s hard for you doesn’t mean anything when there is a standard for difficulty that’s set by the game peers.

This isn’t bloated, it’s standard, using a pot is standard per rotation and some require it before every use of a skill. WoW is easy when it comes to class complexity. I’m sorry it’s not bloated, it’s just a skill issue which is why it has barely changed. Wow was created to be the casual MMO and therefore a lot of the features that made an online RPG an RPG were watered down significantly and combat was one of them and so were stat allocation, and weapon skills, they have removed trainers etc.

All that stuff you named were practically the main grindwheels of their expansions (more or less). Hero Talents are supposedly unlocked just by leveling up, thats a big difference. Also with the introduction of Warbands a lot of “alt issues” will be solved.
I’m not afraid of having no grind target in the War Within and with the progress being shared in a warband I expect it to be a bit slower even, but still.

Hard is a subjective term, if we want to talk about objective then it’s Arbitriariness.

Also raiding and m+ partecipation get’s lower and lower every tier, so if those you say these task are easy there should not be a diminishing of people partecipating in it.

And dimishing all of this where there is data arrongantly as “skill issue” will not help but will instead detach people more and more.

No, it’s relative. Your subjective experience doesn’t denote the objective difficulty of operating something. You can find an easy task challenging, but that doesn’t make it complicated. Children find basic mathematics hard, but it’s relatively easy compared to what they need to learn. There is a hierarchy of difficulty, and not being able to meet those milestones is on you.

If your subjective experience tells you something easy is hard that’s because you are inexperienced.

As I said before hard is a subjective word. The correct to use is Arbitriariness.

Also you are doing the same thing as you are “accusing” me for. Using your own personal experience to judge the difficultly of a task.

The only correct way to have metric is using a sample size and confronting using the RGD method.

But it would require a colossal effort to do because we should gather an amount of data to study and analyze that could scare even designers of the caliber of Brenda Romero :rofl::rofl::rofl: :rofl:

Arbitrariness is the quality of being “determined by chance, whim, or impulse, and not by necessity, reason, or principle”. It is also used to refer to a choice made without any specific criterion or restraint.

Go learn what the word means.

I know it’s meaning, but there is no need to be aggressive :wink:

Pretty sure that’s the plan yea… And in furture expansion they could add even more hero talent trees ect. a good way to go i’d say.

Get something new every expansion without necessarily adding things on top all the time that is gonna lead to pruning and full resets.

SL season 2 20 million runs
SL season 3 20 million runs
SL season 4 sadly the data seems to be gone from RIO
DF season 1 36 million runs
DF season 2 27 million runs
DF season 3 26.5 million runs so far.

So we have a not unsurprising drop off from S1 to S2 … But S3 seems to go way higher than S2 as we still have a couple of months to go i assume.

SL was pretty consistent for the 2 seasons that data is currently available from …

Stop projecting you were passive-aggressive, but it’s pretty clear that PoE is more difficult than Diablo 4, as well as other MMORPGs relative to WoW. The difficulty level is relative and not subjective, and it doesn’t change based on your perception. There’s no need to rely on a group of peer-reviewed data analysts to understand this fact. The input required to make these games function properly are self-evident due to the logistical nature of the system.

wow this is interesting. But there is a way to sort out if it’s done by unique players or it counts alts aswell?

So what you’re saying it’s on me to show evidence that when the same amount of runs are done, it’s not just the same players doing more runs? :stuck_out_tongue:

I believe that is actually on you, you made the claim that participation is lower each tier.

Oh no dont worry, you have been already kidnly enought to bring this data, dont worry :+1:

It’s just that would help to better analyze if runs are more but actually player increased or decreased. There is a lot of variables.

It would be lovely to talk about that tomorrow, I’m in raid atm so i have to focus on that (Progressing on LK HM wish us luck :sunglasses:)

Of course that the difficoulty is relative, if it was otherwise it would be chaos.

Perception of difficulty is Subjective.
And since games are all about perception (those pixels and sound effects are providing a perception of things not really there), I would argue that difficulty in a video game is subjective.

But semantics aren’t really the point of the argument…

I think the whole differences is that this system is going to continue in the expansions that follow. It wont be abandoned and forgotten like so many other system we have had. It also wont be themed into the expansion we are going into next it seems, and be more revolved around the actual class.
This could open up for more ways of adding class fantasy aspect without making it super complicated to new players as its not connected to a “thing” in a expansion and is actual just a part of your talent tree.

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