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5/29/2018 8:29:27 PM
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How does it burden players? While I can respect your thoughts for changes, it fails to show how we are currently burdened.
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  • Its not a complete solution but it helps.

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  • It burdens us with nothing to do or hope for....you either have to wait for "powerful gear" or become powerful enough for other players to take you in a raid. What I am proposing is a solution to the drought of content and a fix to give endgame players more stuff to do.

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  • There is a potential issue with that though, content has always been power gated, so when a new dlc drops it would be insanely easy or insanely difficult for those who did nothing but level. Changing this would mean almost a completely rework of the game mechanics from the ground up.

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  • No it wouldn't, a difference in two or three levels wouldn't kill or create difficulty, especially if it was a difference in mobility or resilience by 2 or 3 points....you could always just use a system of diminishing returns to keep it balanced. I had mentioned these things in the original post.

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  • I think you are underestimating the grinding of players. even with the shallow content we have had thus far there are players with multiple thousands of hours into the game. If you are talking about removing the current system of being able to level several times per week, and replacing it with one that takes months to level, there will probably be quite a bit of backlash especially if you are removing the path to free eververse items.

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  • I'm sure a system could be balanced effectively even for dedicated players.

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  • have two bars

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  • While not saying it is a bad idea, to me, sounds like something that would need to be built in from day 1 like d3 type inclusion, as it is a complex system.

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