Tianya, the Chinese first killing guild that was just disbanded not long ago, set a record of 1000+ attempts in Tyndall, and many players at home and abroad laughed at Tianya's skills at that time.
And then the truth is, the difficulty of Tyndall's boss seems to be set too far. There have already been quite a few guilds that have been disbanded.
The hero of today's story is a guild that has just been tortured by Tyndall to the point of disbandment. Unlike other guilds, this guild has been formed for a long time, and the players are also relatively powerful, starting with Sylvanas, each version of which they will complete all the kills of the guild's m.
The members of this guild said that after more than 750 attempts, their guild still could not reduce Tyndall's HP to less than 20%, and the members of the guild went from the initial euphoria to the end of silence or blame each other, and the years of guild friendship were finally consumed by Tyndall, and the only thing left in the group seemed to be quarrels.
In desperation, the commander of the guild had to stop the guild group, and because the contradictions of many members of the guild were irreconcilable, the guild could only be disbanded, and the members of the guild left separately.
Players have also discovered that Blizzard seems to have some problems with the dungeon design of the Dragon Age, and the difficulty of the first few bosses and the next three bosses can be described as vastly different. The last three bosses they designed are really fun and challenging. However, the question is, is this high-difficulty design too biased towards the top players and ignores the average gamer's gaming experience? In front of a boss like Tyndall, the top guilds were all beaten hard, and for ordinary guilds, it was an insurmountable obstacle. This unbalanced design will not only frustrate many players, but also make it difficult for most players to fully experience the content of the game version.
Secondly, I still want to say that it is really sad that the feelings between these guild members for many years have been consumed in the taste again and again. In the game, they are not only team members, but also friends and partners. We have experienced countless battles together, shared joys, sorrows, and established deep emotional bonds. However, just because of a boss, the team's cohesion and trust gradually collapsed, which eventually led to the dissolution of the guild. It's a scene that makes one sigh at how fragile the camaraderie and teamwork in the game world are, to some extent. I don't know if it's because people are more impetuous now, I feel like the previous version, such as H's Lich King, although it's difficult, but everyone still sits in front of the computer at a fixed time every week, trying hard, even if you can't beat it, the team atmosphere will at least not be bad, I believe everyone has a deep understanding before. Regardless, Blizzard should design the game's difficulty to focus more on the overall player base rather than focusing only on the challenge needs of the top players. At the same time, players should also cherish the emotional bond between each other more and not give up their support and trust in each other because of the difficulties in the game. After all, the fun of the game comes not only from defeating bosses or dungeons, but also from the emotion and emotion of fighting side by side with like-minded partners.