3 ms·
I'm pretty sure it's just a feature of humans. Designing an RPG (and especially a competitive MMO) to be fun is really hard when min-maxers are involved. Once e
by taneq 5y ago
I'm pretty sure it's just a feature of humans. Designing an RPG (and especially a competitive MMO) to be fun is really hard when min-maxers are involved. Once everything gets theorycrafted, everything is either optimal or trash, and anything optimal is an obligation. There's no such thing as a lucky drop, just a soul-sucking mandatory grind. Any choice (skill selection etc.) either affects the performance metric being optimized (and therefore the better-performing choice is mandatory) or it doesn't (and therefore it's pointless and why did the devs even bother).