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PeaceMack

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  1. Yet it's being used to create polls and discussions that lead to official decisions. There appears to be a disconnect here. I realize anyone can join if they know about it, but since you don't want everyone to know about it that makes it sound like the infamous smoke filled rooms in dirty real life politics. And hiding responses simply because they disagree with your decisions isn't a good look either. This process renders forum threads asking for feedback largely moot.
  2. They certainly are following through with their weird hate for Rune of Protection. This is a power that's not taken by a lot of people, and that even with these additional changes requires significant powers sacrifice in a pool that even with these changes is still lackluster or irrelevant for many squishies. Whichever spreadsheet jockey came up with this seems opposed to people making interesting decisions. In this case the decision has, up to now, been to sacrifice two mostly pointless powers to get one that will help a squishy character to survive a tough fight a bit better. That their reasoning for the nerf is poorly construed and the details behind the reasoning for the nerf remain secret, also doesn't engender a great deal of trust in their future ability to analyze powers in general. Back to the leadership pool on those squishies that currently have sorcery or abandoning squishies for more melee archetypes, I guess. At least my tanks are better than ever.
  3. There's a wide variety of player skill. Someone who's intimately familiar with Mids, and spends a bunch of time tweaking builds and IO'ing their characters to within an inch of their lives is going to have a much easier experience than someone who either doesn't know how to do that, doesn't care to do that, or doesn't have the in-game funds to implement their build. I think the question is a little broad. The experience on a team is going to be different from the experience solo, and both will differ based on level. So when we're talking difficulty, are we talking difficulty in a team? Solo? Lower level? Higher level? Sure, a team of level 50 IO'd incarnates will blow through content; though I chalk this up to the game closing early before the original devs were able to implement more challenging late-game content. There's also a wide variety of difficulty for various archetypes. In my experience, brutes are pretty much easy mode from start to finish. Blasters can be amazing at higher levels with enough IOs, but might struggle until then. Support archetypes are a great power multipliers on a team, yet depending on the power sets can struggle solo. And, another complicating factor is that people play differently. If you actively avoid risk by power leveling to level 50, twink out a character with IOs, and only then tackle lower level content and task forces, of course it's going to be easier. Frostfire is a very different experience at native level 10 with training origin enhancements than it is with the extra powers, power slots, and whatever set bonuses you might have on an exemped level 50. Or take the Sutter task force, which starts at level 20: pre-SOs. Regardless of whether you know what you're doing on that one (and it can be confusing to legit newbies), it's going to be harder on DO's with fewer powers and power slots. Anyway, I answered, "just right" mainly because, in my opinion, there's quite a bit of nuance to that question and someone can find a play style that will be just about right for them.
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