Quote Originally Posted by CelestiCer View Post
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I don't understand how your reply addresses my quoted post. Are you claiming that job 'difficulty' is not one of the most frequently discussed topics on this subforum? You are quite active in such discussions, so it's not like you're not fully aware of this.

It's normal to feel frustrated when you've been consistently unable to directly bring about the job changes that you want. But you can't brute force changes into happening as a player. And when your methods are demonstrably ineffective, then perhaps the problem is in the approach? We've managed to successfully bring about a number of changes with DRK's design over the years which were met with direct dev team engagement. You can look through my created threads history if you want to see evidence of that. Some of them took longer than others (Living Dead), but they still eventually happened. If you want to be effective, then you have to be willing to reflect on where your own mistakes are.

The central point of my last post was that you can influence the design question as a consumer, but not its solution. When you complain that your job is 'harder to play than others' but isn't adequately compensated for that with more damage output, the problem that you're putting forward is around job difficulty. That means that they could buff your job's damage output, but they just as easily could make your job easier to play. You have no control over which solution they pick, so the sensible thing to do is to avoid making this be the design focus in the first place.

Just out of curiosity, why do you think the bulk of the 'reworks' announced this expansion are melee dps? There's a reason for everything, if you soul search. Have a think about it and get back to me.