VinoeWhines
Well-known member
The argument(One of them) is to stop removing abilities to classes where, those that give up in those classes(and move to new/different Classes) because the "new" or "improved" classes get all the perks and not necessarily an "easy" button but a much easier, buttons, to complete dungeons.I've never understood arguments like this. Who cares which classes are included in the group ? The goal is not to "assemble a group of different classes", but to "complete a dungeon".
I've never really paid attention to this in any game. Even if a 40-person raid enters a single dungeon and everyone plays the same class, what difference does it make ?
Look at how Casters have been relegated to not be able to play certain Raids and this practice has happened to other classes in the past, where they get prejudiced to not be accepted in Raids or Upper Reaper Dungeons because of their icon.
It's not seen as much now as in the past but it still happens.
If I put up an LFM I let pretty much anyone join, under-level doesn't matter or class type. I go into it as, I should be able to solo the dungeon at worse and preferably run as a group smoothly and helpfully to others if they need it. Free Reaper XP for them is ok.
Other games might not focus attention to Class builds but DDO was one of them that had put an emphasis on Class types from the beginning.
To go through the process and "learn" and "uncover" new abilities and tactics in Dungeons was a great drawing point to this game.
"Weakening" or making mobs "Vulnerable" was a rewarding thing to learn, to get better at and Master in dungeon was very rewarding.
Much of that has been removed or watered down.
Other games might not focus on these things and players coming from other games, to Dungeons and Dragons Online might not notice the nuance; but this is what made this game different and a "wanting" to get involved more into your build to continue to excel and improve your abilities in more difficult content.