I imagine that at the time when the frost moon was "impossible", It was much harder then it is now.
I'm talking about the Pumpkin Moon, I think that's the event Cenx was talking about. This is very long ago.
Also, they had to nerf spectre armor, turtle armor, shadowbeam staff and such due to the issues of people facetanking everything that existed in the game. How come the devs and beta team just didn't fix this already in closed beta?
The reasons are the following:
- The beta testers are given a limited, closed opportunity to test. They don't have an entire community to be innovative with.
- The beta team is not a bunch of professionals. They were chosen because of trust, so they, among other things, don't leak info, and sign an NDA.
- Given the way beta testing works, you can't just focus on strategies to win. You're there to test bugs, glitches, regressions, new sprites, new items, bla bla bla.
I don't know how much these guys have to do, but they may simply be too busy.
This is, again, why it's wise to often hire a player just to be a player. To get a feel of the game, the balancing, the tactics, but also be someone with a high skill enough to figure out what the community will figure out quickly.
One of the most important features I'd like for Expert mode, is a complete removal of invincibility time. Yes, you heard me. Completely replace it.
And rather cap the amount of damage per second you can take from touch-damage per individual mob or entity. So for instance, you won't instadie when standing on a spike. But touching five enemies at the same time will cause 5 times the damage.
And you'll be able to take great damage from rapid-firing enemies.
I also want the Spectre Armor to only yield healing 3 times a second max. I'm not talking about quantity of health received; I'm talking about frequency that your character can possibly receive healing at all, except for potions and other stuff.