*sniff* It's okay, I'm only deeply hurt and my soul is shattered, I'll live. I was also a Highlander at the time, so different avatar probably would've thrown you off.
It kinda reminds me of the thread on meaningful decisions; I think the closer you make that gap between "playing correctly" and "screwing up everything", the less weight and meaning that gameplay decision has as it ends up taking away the consequences of those decisions. Someone could play abysmally and still end up with better damage simply from crit RNG because of how small the difference in output would be if it ended up being as small as 60p per minute. That to me doesn't scream "meaningful gameplay", but something so sanitized that the only way to screw it up would be to just never press buttons. At some point, the player should be expected to learn how things work, especially after 90 levels and 4 expansions + base games worth of content. I don't blame you though for making that concession with your WHM design whenever you bring it up, as it ultimately still has a skill ceiling to work towards and I'd at least have more fun with it than current WHM just from breaking up the Glare spam.
I remember a long time ago seeing a game designer talk about player input/decision making and expected output, and that you shouldn't go for a direct "twice the input = twice the output", but more like, twice the input = 15-20% extra output or something along those lines. I think it was an old Extra Credits video from like 2013? Can't fully remember. Although, I think that was in the context of fighting games and MOBAs, so those values probably aren't all that useful, but still, it's something to ponder in regards to expected player input (skill floor) and optimal player input (skill ceiling).
