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Extra mutants and poxbursters, extra specialists and specialists have chance of spawning as a (weakened) boss monster. That was delightful pandemonium.
Auric is the same as any other T4 or T5 mission, with modifiers like a high-intensity shock gauntlet, etc. Early on in the game, the mission board could have missions without these modifiers. And for players like myself, anything below it is boring and too easy. So they added "always highest difficulty setting missions", AKA Auric.
- A lacking high end endgame content and challenge in general.
- The RNG mssion modifier system often resulted in completely bs scenarios where 2/3 missions available on T5 were LI (low-intensity), and the third was either just regular or something like lights out, which heavily favors specific classes and builds with flashlight weapons. Imagine an entire weekend with nothing but this. Even worse, imagine LI lights out missions, which then had a fraction of the action of either alone.
- Quickplay as a function was far more accessible and faster than manually picking missions. Perhaps even more importantly, because the available missions are not the same for everyone even playing in the same areas, quickplay would give you access to missions you couldn't even see on your map. But because of the constant LI spam, there was no point in using it because more than likely you'd wind up in a LI mission. So with the player count we had at the time, we were forced to pick between either quickplay and likely wind up in boring pointless slogs where you'd spend more time walking than fighting, or spamming that one non-LI mission you had for minutes on end because you might not find any players for it at all.
Us endgame gamers had been complaining about those issues pretty much since the game was released. We would often get multiple weekends in a row with nothing but LI / lights out trash spam that quite literally made the game not worth playing at all, as there was no way at all to get access to actually fun and challenging missions.The Aurics / Maelstroms were therefore an extremely welcome change. It never made any sense whatsoever why the hardest difficulty in the game should even have something like low-intensity in the first place, especially when we often had no choice in it. That the rewards for doing one were literally the same as a normal mission, and barely less than HI missions which were easily 3-5x as challenging as LI, was very, *very* annoying to us and just runs counter to the entire point of the game.
Just like viagra, the more you take the harder it gets
I think it’s a fair point.