Even in the part you snipped, I mentioned SE having fertile ground for making the job more worthwhile for people at end-game. That comment is clear I am not saying the job feels OK for everyone, and other comments I made in this thread go into that in more detail.
Vomit as you will.
Or, hold on, here was the (joke) comment I was responding to:
I was responding to this particular perspective, which, while not serious in this case, some people have skated towards in their frustration.
*shrug*
As for those other comments I made in this thread, in them I expand on the comment you quoted and say that:
1. WHM as-is (great for non-prog/DF roulettes, easy to learn/re-learn, simple, etc.) appears to be a strength in SE's eyes.
2. It makes sense that SE would hesitate to mess with the identity or function of WHM if they see those things as strengths for a certain part of the player-base.
3. I get why that can be frustrating to those who want to stand out or be more competitive at end-game.
4. I offer my own ideas on how to try to balance #1/2 and #3. Not the best ideas by a long-shot. But I take the different desires and concerns seriously. It ranges from what many ask for (buff the heck out of WHM damage) to adding a *little* bit of complexity to the job via better use of lilies.
- - - - - -
The other comments, for whatever they are worth. These are short-excerpts of longer material from three larger comments but the arrow at the top goes back to the full text of each:
Longer comment numero uno...
Longer comment dos...
Longer comment tres...
Not major insights or mind-blowingly awesome suggestions, but if you want to vent because of my words here they are in full for your consideration. If my ideas or opinions suck or are idiotic and unworthy, I want to get credit for the whole package
In any case, I hope 5.0 brings you a WHM you can be happy with however it all turns out.




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