Quote Originally Posted by Shurrikhan View Post
And all I'm saying is that, once achieving an external balance acceptable to SE (relative to its alternative jobs), any tuning of the rewards for complexity, when trying to establish internal balance, ought not to affect DRK's overall viability.
They definitely ought to. Doing twice the work for the same results is never a viable way to design a fun game, while designing a straightforward baseline-viable 'easy' option and a more effective 'hard' option is proven to work.

And SE's attempts to "reduce punishment" for playing hard classes poorly, along with their attempts to "close the gaps" between skill floors and skill ceilings, have been almost universally disastrous for every class they've tried it on, and have almost always required additional changes just to walk back the damage they've caused (typically by widening the skill gap again).


They've broken their own design "rules" in worse and more egregious ways than this before, so there's really no reason to expect this to be the one line they refuse to cross.