Quote:
Originally Posted by Sadre Spinegnawer
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removing fte just causes a guild to PL up a burst dps raid force to never lose the dps race. again, because one is allowing the guild to scale way beyond what fits the game.
Curtailing what can be allowed to play on the server at the high end as a guild is the solution, without imposing "managed" rotations and such.
This is only solution that eliminates both fte and dps snafus that are otherwise built into the game. If you say FTE is the rule, you get what happens now. If you say DPS, armies of shadow knights arise.
Rotation just forces a solution. Limiting what is allowed to function as a "guild" allows a solution to emerge in the gameplay itself. How small can a top guild get? Show lean can you make your roster?
But as long as zerg outfits are allowed to run their little drone wars, this of course could never happen.
ban zerg guilds, it can, and would.
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lvl 29 currently. leveling slooooowly because........ what is rush? I am always up for cc, anywhere, as long as the group is not trying to use a monk for a tank or ranger for heals or some nonsense. You know. Basic good gameplay, I'm a happy chanter.
why are you commenting on this thread when your raid experience here is reading the forums?