Quote Originally Posted by Turtledeluxe View Post
I guess we may need a new term for it because I understand where you're coming from in terms of people who genuinely have a passion for optimizing when presented with a set of challenges or options. Imo that is not the same as the commonly used phrase now, at least for me, as I moreso think about people whose feedback gave us things like the two minute meta in the first place, because it's theoretically ideal for maximum output. It refers to people who crave balance because x job wasn't preferred for raiding 7 years ago. Lots of feedback aimed at "balance" and equalization have, imo, led us to this place we are now in terms of encounter and Job design, where devs are quite allergic to creativity or risk.
We do have a term for these people, meta slaves. Fun is not their primary concern, they only care about rewards, the easier they get their rewards, the happier they are (whatever rewards they're looking for, could be easier clears of content, getting good logs easier, etc.). It's these people who lock jobs out of their PF for a 100-200 dps difference. If another job has an edge over theirs, they will ask for their job to get the same tool without a care that this causes homogenisation. These are the type of people that the dev team shouldn't listen to, they'd suck any fun out of the game if it meant they get their reward easier.