Expinst wrote on May 10
th, 2014 at 2:54am:
Every one seams to be playing a monkcher these days. I don't think they would want to piss off so many people.
I have to agree with you on this, but Turbine have shown they have a tin ear to feed back. Look at recent examples: QP. COV's. Swashbuckler etc etc..
Turdbine have demonstrated the innate organisational ability to continuously shoot themselves in the foot.
By any measure, monkchers were overpowered and likely an unintended combination of abilities to give extraordinary burst damage. Some of the suggested fixes above are quite sensible, but why do that when you can throw away the nerf bat and use a sledgehammer.
Rather than quickly fix the issue, they left it in circulation for years and slowly increased all the mob/boss damage to account for this burst damage (whether you have it or not). A poor solution no doubt.
So now that someone is coming in and grabbing the bull by the horns and fixing these anomalies, what will happen to said mob/boss HP inflation?
Nada. We'll be left with less options for burst damage, and still have to grind through the ridiculous meat sacks.
I don't mind them fixing unintended consequences, but it needs to happen before 80% of your players build around it and you design the game around it.
MajMal will be on to make some pithy comment about the risks of using "FOTM" builds, neglecting to acknowledge that players have worked within the rules provided and that it is Turdbine who have stuffed up, and now risk alienating many players.
If this is true, it will be a very disappointing way to handle it.