suffice to say I geared up fast after release of BC and displaced our Protection Warrior tanks in style which created a minor schism in the guild when one of our raid tanks rage quit b/c I was a better tank than him.
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Replying to @danlistensto
hahaha powerful yeah I remember the days of prot warrior supremacy, and vaguely remembered feral displacing them I had no idea there was politicking over it but it makes a lot of sense classes are so homogenized now it doesn't matter so much :(
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Replying to @eigenrobot @danlistensto
100% feature not bug, abolish classes & replace them with learned skills
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Replying to @palecur @eigenrobot
there were a bunch of MMOs that had mechanics just like that. a really early one (EQ1 generation) was Asheron's Call, which had a lot of potential but kinda shit the bed for reasons that were never clear to me.
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Replying to @danlistensto @eigenrobot
yeah AC still has folk who remember it fondly, I never played it m'self. I like GW2 because you can play it like a standalone singleplayer game and never touch a filthy pubbie ever
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Replying to @palecur @eigenrobot
I did exactly that! the (almost) solo leveling up experience in GW2 was a real pleasure imo. if I had been in the mood to go deep on another MMO I would have picked that one. much to recommend. I think I'm just done with that experience now though.
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so the best thing about AC (besides the unusual character development system) was it had a fiat credit based economy! this was enormously clever really. buying a letter of credit at a spawn hub and transporting it to a distant outpost would magically generate returns.
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so basically an exploration dividend, to incentivize players to actually engage with all the content they had produced. the game was also brutally punitive (economically) for player deaths so it felt high stakes. that was not great for noobie acqusition though.
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WoW's main innovations were really noobie streamlining. making the questing core gameplay loop super obvious and clear. removing all but trivial death penalties. making hub cities the natural locus of socialization and economy instead of trying to work against player instinct.
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Replying to @danlistensto @eigenrobot
death penalties are bad, don't have 'em imo. but then i also don't want socialization hubs at all, just solitary people occasionally wordlessly cooperating in a big monster kill, this is why GW2 is my jam
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yeah the spontaneous dragon kills in big outdoor zones were really really fun
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