Original Post — Direct link

So, I was originally gonna act all mad at you guys for this, but I realized that not only did the work you put into the Radiant Event showed you cared (at least a little), but also, yelling and getting mad at you won't bring about a constructive discussion. So, PHX, let's talk.

So, recently, I noticed (and posted about) how Paradox Breaks is actually a redesign of Sunderstone. I commented on that post explaining that despite the reuse, the map looked really good and the temple looked fantastic, so I was willing to let it slide. However, as I was going through Umbral Esca for a quest, I realized something. The Umbral Deeps is one of the most beautiful maps in the game, Frost Esca has a very cold and bitter looking environment that sells you on the cold weather, Terra Esca's map truly looks infected and sick to emphasize the infectious reach of Agarus, and Blaze Esca's fiery and tropical looks gives it a high energy feeling that pumps you up for Torg (lets not talk about Shock Esca). The Radiant Event has a reused Sunderstone with a single new structure on the far side of the map.
The main question I'm trying to ask is, what happened? How did we go from beautifully detailed Esca maps full of personality and spectacle that I still enjoy looking at with Elemental Variants that changed up the gameplay from their original counterparts to a single, reused map with no variants?

Again, this is not meant to be a rude attack on the dev team, I truly do like what you were going for with the Radiant Event, but I'm curious as to what occurred that led to what I personally feel is a major downgrade.

TL;DR - Why does the Radiant Event feel so small in comparison to bigger Escas from the past?

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over 3 years ago - /u/CreatureTech-PHX - Direct link

Hey there!

We are currently looking at adding content to Dauntless in bite-sized chunks patch over patch. This is an attempt to make more modular content that can enter into the Shattered Isles outside of major content launches. We never intended to Paradox Breaks to be as robust as an Escalation.

We're currently working on subclasses, Thunderdeep, a new Behemoth, enviroment, heroic Esca, and more, and we expect to roll these out across many patches instead of one whopper of a patch.

Basically, we're focusing less on one huge beat and breaking things down into smaller beats. We're still learning a lot, and we intend to have a State of Dauntless post all about our developer pipeline and roadmap soon!