And SE in their usual fashion took upon to decide that if something is flawed, it's better to delete everything down to blandness instead of fixing it.




And SE in their usual fashion took upon to decide that if something is flawed, it's better to delete everything down to blandness instead of fixing it.
Secretly had a crush on Mao




As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess


This is really a great point.
This game was saved back in the day by the devs *rationally* taking player feedback into account.
But, I've also seen games completely ruined by devs whose hearts were in the right place, trying to address *every* conflict and concern brought up in player feedback to appease everyone. There has to be balance, and listening is good, but deference should also be given to player data; because, while feedback is great, not all feedback is good or useful feedback.




There are things that can be addressed by how the layout works, and some that don't.
The exploratory part of it for example, will only work the first weeks at release until people decide "the meta" and everybody that deviates will be screamed at in parties.
But introducing variations through different paths chosen at random by the system or having a more dynamic layout is definitely a solution. There can also be map based specific objectives with a little rng involved like the prisoners back in CLL, forcing players to actually explore what has to be explored for said objectives. If said objectives yield more rewards (tomes, xp, and loot) then people will try to go for them.
Secretly had a crush on Mao
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