Quote Originally Posted by ForteNightshade View Post
Regardless, the whole DPS mentality is the fault of the dev team not the players.
I still remember my first dungeon on the game. At the time i was conjurer, and since i didn't know the way i did following blindly the others. Some time after that, looking at the achievements window, i was like "uh, why didn't i get the exploration one for Sastasha ?". Looking at the map, i did realize that the group i was with did get in a straight line from point A to point B without doing all the optionals rooms, not giving me the achievement. I remember very clearly thinking then, even though i was new, that it was like that the players were wanting to be done with the dungeons as fast as possible. Strangely now, we have only straight lines with the (2 packs of mobs + 1 boss)x3 formula who does perfectly fit this.

What do i want to say with that ? That it is way too easy to say that the game being more and more dps centric is all the devs fault. For my part i think that they are looking at what the players are doing, and are orienting the game in this direction. To give us what we show them that we want.

I don't remember the devs aiming a gun to all the tanks at the end of SB, shouting "don't use your tank stance and aggro combo ! Don't do it ! What, the dps are taking the aggro back even though they did use diversion and lucid dreaming correctly ? Don't do that anyway, it will be very bad for your dps, very bad !".

I don't remember as well the same scene with the devs shouting at all the AST "don't use another card than balance ! Don't do it ! What, you want to use the defense bole on the tank so that he can handle that huge pack of mobs more easily ? Don't do that, balance is better because more dps and a fight finishing more quickly means less heals and is a form of mitigation !".

I could take other examples, but you get my point : the devs did never force the players to get mad when an instance did take a bit longer by playing more carefully. It was the player's own choice. Backed by all the dps centric theorycrafting, and enhanced by the you know what website where even tanks and healers are ranked primarily by their dps, and not by how well they keep aggro/mitigate TB or how well they heal their teammates. And where even expert dungeons are ranked by how fast you complete them.

And seeing all that, it is just logical that SE thinks "eh, seems like our players dont care about crowd control, defense and such, and love only to dps more and more and having big numbers. Let's give them what they want !". It might come as a shock to you, but getting and keeping more customers is easier by studying them, and making them satisfied with what they desire.