Keyes Trial Adjustment
Sorry, no. Nothing that reduces the difficulty of Keyes.
If some people can't do it, too bad. There is no need for the game to be balanced around the lowest common denominator. If people are missing out on badges, merits and incarnate components, too bad. There should never be a guarantee, implied or not, that every reward should be obtainable by every player. |
There should never be a guarantee, implied or not, that every reward should be obtainable by every player.
|
That said, the antimatter pulse in Keyes isn't a barrier to reward. It just isn't. The net effect of it is the trial takes longer because people have to run back from the hospital. It adds no actual difficulty, especially with the half hour time limit on those sections which may as well not even be there for all the lack of tension it creates. All it does is make the trial longer and more annoying.
Personally, I would like to see the pulse removed and replaced with a different mechanic which both actually has a chance of making the trial fail if you mess it up too badly, and can be overcome with teamwork. Note: Not with having higher numbers. With teamwork. As in, working together. I know that's an alien concept to some people.
[Admin] Emperor Marcus Cole: STOP!
[Admin] Emperor Marcus Cole: WAIT ONE SECOND!
[Admin] Emperor Marcus Cole: WHAT IS A SEAGULL DOING ON MY THRONE!?!?
I think his point was that if a player does not have the time, the skill, or the capacity to change tactics in order to get a badge (or other shiney) the developers should not make it less time consuming or easier to get just to satisfy that player.
The game shouldn't all be hard and time consuming, but it shouldn't all be easy and spoon fed either.
To pick my own nit, Keyes does require teamwork. You need a group to lead antimatter around, a group to get the temp powers and a group to clear around the terminals. If you get a team that runs it like clockwork (pun!), you can just about clear a whole reactor before AM even shows up. The faster you do it, the less pulses, the less potential deaths. That speed needs teamwork and coordination.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Personally I find the the trials each have their own unique angle to them that steadily increases the difficulty, which is a good idea, however new players hitting the incarnate system will generally do the most popular trial, so come I21/22 we'll (hopefully) have a big influx of players, unlocking their first Alpha and then being jackhammered by immediately trying runs of Keyes/Underground/Anything else the devs are cooking.
In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide