Originally Posted by
ruinedmirage
It could be a problem if a handful of groups master each turn in coil, carry everyone else past turn 4 (paid every step of the way) up to turn 9, they leave and all that's left are clueless players in high allagan after the good players have left. Carries put an abnormal amount of inexperienced players where they shouldn't be.
Sure, everyone wants a quick buck, but you're not taking into account the community being built because of it. It's very shortsighted and not good for the base skill at end-game when statistics show X amount of people cleared Y content, yet don't understand any of the mechanics. It's simply bad in the long term, and it's bad when people come to the forums and say, "I was carried through turn 10 of coil, why can't I beat 11? Nerf now!"