Brilliant knowledge of the game. Actually, that you can’t even spell the zones properly is a lesser problem in this ‘analysis’.
Yeah. What am I doing wrong, I wonder, being able to beat every boss with strategy.
Some bosses, especially heroic ones, are difficult on a budget — true. These, however, are an exception, and it’s much more F2P-friendly nowadays ---- I’ve written a lot about it, no desire to repeat myself.
How true for much of what’s going on on this forum in general.
Aren’t you assuming too much? I wouldn’t underestimate the aggressive ‘ignorance is strength’ attitude, which appears to be so common nowadays, especially among the victims of ‘modern educayshun’: ‘I’ve got no clue about anything, and doing some research, reading or even web searching is clearly beneath me, so you must explain the same thing to me again — and preferably in no more than 30 characters (more makes me head hurt), lest me get angry and smash! Me no stupid, me no like you, you stupid! lol lmao azazaza rofl !!1111’
I would apply the principle of Occam’s or Hanlon’s razor here and first assume… incompetence, to put it politely, rather than their being ‘shills’.
Considering how they often mess up with even simpler coding, this would probably be challenging for them to implement, since it would require a revision of how maps are done in general. What I suggested with the blue portal would be a quicker fix.
Otherwise, though, an interesting idea, although I’m reluctant to say immediately how I feel about it — it would probably require some consideration. The problem is, if you remove all obstacles for trying the boss again and again, this would not encourage planning and preparation much. Come to think of it, it wouldn’t make test-running a boss (for figuring out a consistent strategy or even making a guide) easier either, if it’s still a long way to the boss. Thus I’m more inclined towards an optional shortcut of some kind to the boss as a better solution.
I could argue against that. Old Winterspring, Alterac and some newer zones featuring, for example, the old doppelgangsters used to be quite challenging — sometimes more than the boss itself — and required a bit of luck for certain parties.
Do you mean the bounty maps?
You’ve raised an interesting issue here about randomness in general. The appeal of this mode, especially PvE, for me has been its deterministic nature, when the outcome of a battle and so on is determined by strategy, not randomness and luck. The (unannounced!) change that they did with speed ties was a great step in that direction, in my opinion — no more coin flips in certain fights, however, with some recent bosses in Darkmoon (most notably, Yogg, the Babbling Book, some others to a certain extent), we’ve seen the opposite trend. I hope Mercenaries don’t go into that very same direction that traditional HS if so infamous for.
As for maps, some randomness of fights is probably a good thing: you’re not getting the same experience each time, besides, you can re-roll if a certain encounter is a problem for your particular party. As for map structure (including that proposition about a possible portal, yes — not to sound narcissistic about it, hopefully ) and the ‘Mystery’ node, you’ve got a point here, I’d say.
(Some parts added)