#Remove Normal Feth and Make HM Harder than Elite.
16 messages · Page 1 of 1 (latest)
also if you get a ruin/demo mat it just automatically consumes the rest of your runs for the week can't have people enjoy the game too much now
balls
Here is the timestamp of when the current director was explaining the tech duinn update live on stream:
https://youtu.be/8P8-NYUqUIg?t=2671
And please excuse my rough translation:
We apologise for the lack of explanation prior to the release of limited tech update.
The purpose of pre-update tech was realistically for running krak elite, to hunt the heart in order to craft pers weapons(reminder that kr doesn't have ruin/demo) which demanded a very high amount of playtime. When tech duinn was released, pers weapons were endgame weapons, and tech duinn was close to an endgame dungeon. So it was designed to require a lot of effort in order to obtain endgame weapons. However now that current milletians have grown stronger and "specced up" (he literally said that), the dungeon is no longer in the same position (i.e. implying that it's not endgame anymore). While examining the progression from blaanid to pers, there was work made to ensure preserving the (status of) pers weapons. They had to construct progression tiering, and they concluded that it would've been too difficult to implement progression tiering without addressing pers weapons.
(1/2)
In summary, they aimed to "reposition" tech duinn where it would also become part of the dungeons to run in order to obtain a progression weapon (as opposed to it being an endgame stage). (As you can see on screen,) So in this process of trying to reposition the dungeon as a place to obtain a progression weapon (not endgame), they needed a wide range of drop rate increases (I think he meant a wide range of items to receive drop rate increases, not a wide range in the drop rate itself).
The aim of the drop rate increase is to help players progress with relatively less time. Ultimately we wanted to give more significance to a single run. In order to enable these methods, there was a need to regulate the supply to prevent it from becoming excessive, which means drop rate increases were incorporated with entrance limits, in hopes for players to experience the growth and weapon progression with notably lesser playtime than before.
As this raises the standards for rewards and accessibility of dungeons, we hoped that other milletians especially those who found it difficult to take on the challenge would participate in more tech. We hoped that a more wide variety of milletians would take on the challenge. Those were the intentions, but why were the entrance limits a failure? I will explain.
(2/2)
More could be translated but I digress.
Bonus: later on in the video, the director explains that 10 tech limits were set with the goal of 2hr weekly tech plays in mind.
im aware and tbh at this point im in favour of this update (though thats for more petty reasons than actual design reasons).
oh my bad, didn't know you were aware given what you wrote in the original post. If you are able to understand korean the rest of it is quite interesting.
If this isnt a troll, and is serious, makes sense someone with a NB Warlord + 67th would be wanting to gatekeep crucial content for majority of the community.
if it is a troll why made a genuine thread about it?
I support healthy trolling, I do not support bad game design, broken "features", bad programming, horrible customer support, and the french...they know why.
Also, necro rez.
it became relevant again as kr announced they're reworking tech duinn (again) next month and doing content updates(every 2~3 months) either in the form of new content or new expansions(likely difficulties) like they're doing with glen in a few months where they're adding "very hard"/elite
so plenty of room to regret asking 
🍃
I'm sure it won't be in the player's favor no matter the choice by nexon at this rate.
he downgraded to a soluna 
if you could get a ruin mat in 2 hours a week that would be decent but that's not what's actually happening, lol
the thing is that you can design your content around casual/mid-core play (so you can make reasonable progress running tech for 2 hours weekly), or you can have items be hard to get and thus only really accessible to your most dedicated grinders who will then reap the rewards of selling to the less dedicated players, but you're actually doing the worst of both worlds which makes me seriously wonder what kind of good crack nexon devs are on