I am just thinking back to 2.x and 3.x (and to an extent 4.x) content and I am worried about this trend...not only about the design of the extreme/savage encounters but more-so the job player skill ceilings. It seems to me that the difference between a poor to average skilled player compared to a skilled player is minuscule performance wise. There is no real incentive to actually master your job, since you can be really bad and still do 99% of content. Is this the design style going forward? If so, is anyone else concerned? Higher end content should require near-mastery of your job, shouldn't it? Or am I crazy?
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