One question: instead of removing all of it, why not only allow dragging for a limit of, say, 5 floors? What if someone died on floor 36 of Mt. Sky with their leader while with a friend? Instead of them having to do it ALL over again, the other player could just drag for the 1 floor.
One question: instead of removing all of it, why not only allow dragging for a limit of, say, 5 floors? What if someone died on floor 36 of Mt. Sky with their leader while with a friend? Instead of them having to do it ALL over again, the other player could just drag for the 1 floor.
I’m just saying, but… The steps aren’t THAT painful. Surely you have to train a bit, but it’s not as bad as it seems. Until level 50, you can gain 2-3 levels per, say, Skylift run if you just kill everything on farther floors. (for example, 16-18F of Skylift is a good starting point) Before Sauna, there are dungeons like HDM for you to train in. Level 30 should be sufficient for Sauna if you play smart, and you can achieve it in a short time, so…
My issue wasn’t with those early areas, however. They’re fairly well stocked or are getting there. It’s with the later stuff. The level 50+ you mentioned both in your own point and the part of my post you quoted. I’m talking about the dead gaps that are between Mt. Sky and beyond.
Perhaps I’m simply ignorant of a few tricks -there not as many comprehensive guides as I’d like to read-, but once you get to a certain point, you only have so many places to train for certain types of pokemon. I think Southern Sea might as well have been my old Empoleon’s living room; I’d try PBA to break up the tedium, getting a natu or so. But those specialty dungeons don’t allow you to actually get stronger…don’t allow you to progress.
So then I’d start going on TC/HT drag parties just to break up the monotony. At the least, I could get a few relic coins, shards, or maybe even a gasp wonder chest. I could also level up.
For these runs, I was about level 50. The dungeon is supposed to be for level 70s-80s+…which is where the controversy starts. But this is also what I was saying earlier about how dragging made the steps less tedious.
Dragging was an opportunity to break away from the monotony of Southern Sea while still allowing me to level up and get money without the risk of losing everything in my inventory due to an easy mistake. It was simply an opportunity that some players and the staff disliked for reasons that aren’t unfair.
It’s just the needed alternate of dragging (more curved, progress-offering content/training options) doesn’t seem to be there. Worse still, the fact that players are not experiencing progressive content was blamed on dragging instead of…well, the fact there is less progressive content to experience. The answer, at least according to Yatter’s post, was to make it take longer to progress between these dungeons. I disagree and say that we should offer more steps or options between these dungeons as a content priority if dragging cannot be reinstated. (Example: A lvl 50-60 fire-type dungeon, which would solve several issues at once.)
In summary: Yatter and others’ points are true for those who were dragged through Cliffside, which IS ridiculous- almost all of us agree on that. But most of the defense for dragging is for later content, which again feels less polished and, imo, should have received more attention before dragging’s removal went through.
(Sidenote: I’d still end up doing a decent amount of work on drag runs anyway. I’d normally end up sprinting away from super high level enemies around floor 80-90. I’d also offer weather or status support/Revive seeds. xD
In terms of worrying about people getting elite lategame items too early, out of 7 runs the most I ever obtained were some $$$ from selling relic coins and of course I leveled up. Can’t say for others, however.)