Quote:
Originally Posted by Xellos
And Cain and BlackAce say it's definately worth the benefits. So far they seem to have better backing then you.
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Take, for example, something as innocuous as a minor attribute rune. Attribute hats are available to everyone but that +1 from a rune is enough to turn a 11/10/10 build into a 12/12/11 build. That's 56 free attribute points thanks to items. That means your Warrior is not just swinging a nice weapon, but a weapon doing its full listed damage, and dozens of other small but concrete advantages that build up over the course of time.
Or, for example, what if your caster is using an item with the "Quick recovery from Dazed" modifier? Normally on of the best ways of shutting down a caster is to tag them with the Dazed condition which makes it nearly impossible for them to cast. But with quick recovery you've just nullified one of the greatest threats to you as a caster because your opponent's efforts will be wasted.
Or the Vampiric weapons that increase your DPS. Or the elemental weapons you need to play a Conjure. Or the Zealous upgrade that makes a lot of builds possible in the first place. Items make you better and as long as they make you better you need to have access to the best weapons in order to assure yourself of a balanced playing field.
Remember that a balanced playing field does not mean that you'll never lose. It's not assuring you of victory. Far from it. A balanced playing field is just that. All things being equal between you and your opponent, when the field is balanced each of you has a fair chance of winning. That means a 50/50 split. You'll win half, they'll win half, because you're equally matched and in this imaginary, hypothetical mirror match neither of you has an advantage over the other. That's what's wanted, that's what's needed for fair competition. The ideal of one sports team facing the other. The field is regulated, tended, watched, and it's assured that what's going to decide the contest is what takes place on that field - it's the team and not the rules that are going to determine who wins and who loses - one team doesn't get to play with a half inflated ball, after all. It's when the field is unlevel, when one side or the other starts with an advantage already that competition becomes unfair and the winning percentage begins to shift.
Teams work for, find, and seek advantages from many sources all so they can squeeze just one more little percentage point out of that winning margin. The most competitive teams scrap and fight over every little advantage, seeking smaller and smaller returns not because it's exactly the best way of spending their resources but because everyone else near their level is doing the same. It's the Red Queen race - running faster and faster just to keep apace of everyone else. At the highest levels, you fight over the smallest things because that's the difference between winning and losing consistently. You'll never be at a 100% victory rate. There are too many factors involved. Even if it's just pure dumb luck. Someone makes a great play on the other side. Someone on your team screws up. Someone's house catches on fire and someone disconnects. It's all a factor.
And the question here is not whether items and skills are a factor in determining that success, because they are. You can win if you lack them, true. But you cannot win as reliably as you will with them. All other things being equal those who have put in the work and effort to find them are going to be much better off than those who haven't. The question then, is just how hard one has to work to obtain that advantage - if, in fact, the advantage favors one group or outcome too much - and how much of a factor they are in that success. And kind yourself not, skills and items play an extremely important role in just how well you'll do. The very design of the game tells us this because skills and items are our rewards for completing our various tasks and our main mehtod of improving our character long after any sort of leveling has fallen by the wayside.