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10/14/2019 6:45:58 PM
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Remember when raids had basic learn-able mechanics instead of horseshit Simon says with glitches sprinkled in for easy completes? Raid design in D2 is ass. It's gamey and boring. Every. Single. One. D1 kinda did the same thing but they were definitely better. When 90% of raids are done with some kind of exploit to cheese something, the raid sucks. Period.
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  • Can you name 2 examples of each "basic learn-able machanics" and NOT "basic learn-able mechanics" ?

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  • Can you not rig the question with blatant misinformation? A mechanic is something that functions by your input or lack there of. A proper one shows you the way without doing it for you. VOG. Shooting the glow balls in the 6 spawns to keep the wipe mechanic away. Relatively self explanatory. Audio queues indicating location. Text displaying something -blam!- is headed your way and you should deal with it. Damage indicators showing they take damage. This mechanic, while a still too vague, flowed like -blam!-ing water after week one and people got the jist of it. Now we go to D2. Every raid is bad for it. Let's try the black armory raid. What actual -blam!-ing sense does any singular mechanic in the last boss fight make? Stand in a green house for DPS? After a laundry list of other dumb shit that doesn't have any sort of queues to indicate a next step or order. This is bad game design 101. Raids aren't hard, they don't tell you what to do. Just imagine how often these would be cleared if the game simply told you what to do. If that's the case then the mechanics aren't hard, they're purposefully vague to give the illusion of "difficulty". In one of the easiest shooters to play thanks to some of the heaviest aim assist I've ever seen in a shooter. That's all the time you're worth.

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  • Don’t be a potato

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  • ??

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