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Whenever people say 'SC', I still think of it as 'StarCraft' :P. I had to re-read the first couple sentences a few times before the acronym made sense :P.
I'll try to use non-HC instead of SC in the future.![]()
This is definitely true, but one great thing about games like Diablo in my eyes is that the try-fail-try cycle will be limited to my *own* mistakes and not others. I remember many raids where I and a few others in the group pretty much "got it" after 0-2 attempts, but the endless cycle of wipes was the consequence of having to rely on others not making the mistakes.
Look at Teron Gorefiend for example. Some players will perform the "ghost mode" tasks perfectly, the first time, after a simple explanation. Some players never seem to learn it at all.
Given that the internal testers did not beat Inferno on softcore, it must be fairly difficult.
I agree inferno will be tough and highly tuned like the ref. LK encounter. The more I learn about the class's the more I'm convinced that coop...good pro coop, will be the most effective inferno approach. They took out all the P.I.A. parts of raids (schedule, number of peeps etc) and left the best elements...team work, group buff/debuff interplay, team CD overlap, healer, die if you stray...devs have said they want to encourage group play...so tuning endgame to be very risky solo does this..esp in HC. This twitter snip enforces the...inferno solo is not reliably survivable, and leaves the door open for...but good coop is! Just my ideas. (more supporting reasons on pg 5/p6.) Any1 else see this?
The point was that you will die, die and die, until one day you won't. Then you can start to worry about the HC clear.
The way i read Wilson's response is that it takes a while to learn the choreography. No matter how cautiously and carefully you play there comes a point when you are trapped in a room with a unforgiving big bad boss who you know nothing about and who will skull**** you for hours before you start to catch the drift.
Thus not balanced for HC.
Win.
As usual, whenever a developer calls their own game difficult, be skeptical!
Game developers tend to suck at their own games (unless they hire their players Starcraft 2 style).
There is a very big difference between being balanced for HC and being designed for HC.
If the game is designed so that you will eventually learn the game and stop dying (if you play well enough), then I would argue that it is by definition designed for HC.
It's designed for softcore and the difficulty is according to that. HC is just a byproduct which doesn't make it unbeatable, but absurdly punishing.
That's pretty much what Jay Wilson said.
I would think it is probably going to be best to master it on a softcore character then do it on a hardcore character.
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