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11.0.2
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11.0.5
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Treadmill Mode
Live
Pubblicato
14/04/2010 alle 18:47
da
SBMrClean
Personally, I prefer
Advance Wars: Dual Strike
over both
Advance Wars 2
and
Advance Wars: Days of Ruin
(Never really played the first
Advance Wars
), and I'll tell you why.
In Advance Wars: Dual Strike (AWDS), as you play, you unlock skills (+8% attack, faster movement through woods and grass, etc.) that you can equip on your commanding officers before a match. If you get all the highest level skills, and equip them on your two commanding officers, much of the normal campaign becomes incredibly easy. I'm capable of playing through it without paying too much attention, and using it to unwind when I don't want to have to think about anything too hard.
On the flip side, it also has the hard campaign, which assumes you have the best possible COs and the best possible skills, and is still designed to give you a challenge. None of the other Advance Wars games had this ability to be played both as a difficult challenge AND as a "treadmill" you can just run on to mentally unwind.
I guess what I'm trying to say here is, I don't particularly like the WotLK heroics.
I remember in the Burning Crusade, heroics were a big deal for me. Mostly it was because I wasn't connected to the right people, and I didn't have the right gear—but even after my elemental shaman got his average gear level up to about T5, when you run Heroic Shattered Halls, you need either a lot of CC (which I didn't help provide), or a good tank, and if your DPS wasn't good enough, you couldn't bring down the extra targets fast enough before the CC wore off and things would be tough anyway.
When I was just reaching 80 in WotLK, I ran heroic
Nexus
on my Fury Warrior, without ever having run the instance before and (I'm ashamed to admit) without looking the bosses up on Wowhead first. I came in second on DPS to the unbelievably well geared Blood DK, but I did just fine (averaging 2K DPS or something, not stellar, but not bad). I never died; I did decent damage, and I didn't hold the group up trying to learn the new fights.
Now, I'm not trying to bitch about the general difficulty (or lack thereof) of high level content in WotLK. Based on my experiences of getting pounded in the PVP fight in ToC 25, I have no complaints about the difficulty of raids in WotLK, but I DO have a problem with the fact that I feel like, in order to get a real challenge (that I need to
think
about while I'm doing it), I need at least 9 other people.
Sure, I can always sink a TON of mental effort into pushing my DPS game to the absolute limits, making sure I know exactly when, based on my swing timer, I can dump my rage on
, knowing when to
vs. when to
Sete di Sangue
near the end of the fight, timing my
with other relevant party activated abilities, but the thing is: I'm already pretty good at those things. Really putting the pressure on to step up my DPS game only nets me two or three hundred extra DPS at most. I certainly do this in raids, particularly in raids on content my guild hasn't cleared, or where success is in doubt for one reason or another. But in most heroics, the difference that an extra 100 DPS makes is almost imperceptible.
It's very easy for me to play WotLK on "treadmill mode", where I can just kind of unwind and socialize while running a dungeon or doing dalies, but I'm a little disappointed that there's no hard campaign, that requires all of my faculties, that I can do with only 4 more people. I'm left trying to decide between treadmill mode, or sacrificing my availability for evening shenanigans, in favor of attempting to attend more scheduled raids with my guild.
What about you?
Do you see the easier heroic content as letting you experience the harder aspects of the game for the first time, or is it a lack of decent 5-man challenges?
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