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It became even less rewarding when I started to really become better at using the profession. Why is it that only less then 15% of the healing reasonability is on the rest of the team while the monk takes the other 85%? No one profession should ever have that high of a dependence level, then to the other classes that come by it. All the professions should be almost completely equal to each other; so it does not feel like work, but instead feels genuinely entertaining.
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Your offensive line killing things quickly is as important to the groups survival as you doing a good job with healing and prot, as is having a midline that disrupts and supports efficiently. People don't get that because it's far simpler to say 'look at those red bars going down' and blame the person supposed to be bumping them back up.


). The thing with goal based vs grind based is that ultimately, grind based requires no effort from the developer - you make an area (be it PvE or PvP), successful execution of this area grants the player some useless points for a title (erhhmm, /Rank
) and you just let them grind for years.