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Old 04-11-2009, 16:27   #41
Simply Kedde
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Speedclearing was only a problem because of the ease with which it was done.
If it was actually a real challenge to do it as fast as it was done meaning only some people could ever come close to those times, and some couldn't even do it, then it wouldn't be a problem.
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Old 04-11-2009, 16:30   #42
Bronze Pal Alaris
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Quote:
Originally Posted by Simply Kedde View Post
Speedclearing was only a problem because of the ease with which it was done.
If it was actually a real challenge to do it as fast as it was done meaning only some people could ever come close to those times, and some couldn't even do it, then it wouldn't be a problem.
Agreed.

But I think in there somewhere you agree that speedclearing (as it was) was a problem that is now no longer a problem.

Look, just agree, and we can all move on to complaining about perma still being in the game, ok?

*sits and waits for next perma farm to pop up*
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Old 04-11-2009, 17:37   #43
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While it's clear that the concept of being able to clear out UW at a ridiculous speed and with a ridiculous ease made the game look bad, the problem hasn't been solved. Nearly any other area in the entire game can be cleared in a like manner and with the same amount of "difficulty". The only thing that singled out UW was that it was actually profitable to do it there.

Despite claims from a multitude of weirdos, said profit was never a problem. Possibly there was a problem in getting a group for UW, but even that was just barely a problem: the only thing you needed to do was to find people who were not there to farm.

The only problem with it was that if you were interested in farming, you'd go for some variety of perma yourself. The result: boredom.

But that was just a minor problem as well. The real problem is the perma build appearing everywhere, not in farming but in normal play.
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Old 04-11-2009, 22:47   #44
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In the pre-perma days, a TotPK PuG group had a certain charm. You where not only dependent your teams competence, but from time to time, you had the chance to shine.

It was because "you threw dirt in that rouge mobs eyes the team survived", it was due to "your brilliant healing", "you interrupted".

Now TotPK consists of nothing but solo 1,2,3 button pressing permas.

The death of a team dynamic leads to the death of both an individual narrative, but also a team narrative ("that was a great team last night", "bad pull, but we got through", "good thing you had rebirth and the good sense to run when you did")
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Old 05-11-2009, 03:01   #45
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Well, I'm actually sending my rit down for small group soloing, and she's doing fairly well. I've gotten on average, 2 ectos a run, and am filling up mobstoppers, even though I guess it's kinda pointless now.
The groups are still looking for predominately permas, with just a little variaty for some healing, power, and... distraction I guess.
It's still the same ol same ol from what I can see.
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Old 05-11-2009, 17:03   #46
Bronze Pal Alaris
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I've been gunning for permas to drop in efficiency to about on-par with W & D tanks. Did they? Well, they certainly dropped a lot in UW. Let's hope it's enough for that area.

The problem remains everywhere else though.
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