ManyCookies wrote on Aug 25
th, 2020 at 9:32am:
The thing about DDO is that the game has 30 levels, 10 skull levels and different quests with different mobs. Most people who talk about how "x is better than y" never specify which part of the game they are referring to. Just like how when people talk about melee, they never specify the combat style.
So these arguments usually end up going in circles beacuse one guy is talking about THF at cap with perfect gear (but only says "melee") and another guy is talking about something completely different, but they are not being specific and they are both assuming they are talking about the same thing.
This isn't guild wars, where everyone hits cap quickly then stays there with the same level of gear as everyone else.
(Tried to modify my post but for some reason it wouldn't actually modify it so i had to repost it, bug with the new forum maybe?)
If DDO actually had a healthy player-base and a better rewards system, the diversity in range and difficulty levels would make it something really great. As-is it does little more than badly fracture an already too-small player-base.
But yeah, the circular arguments are great because no one IS actually right. X may be better than Y at clearing trash, but not bringing down bosses. Y may be the best in R6 but useless at R10, and so on and so on and so on; and that's in general all a really good thing.
And while we complain bitterly about the gear-tetris, its also another really good example of "doing it better" than other games. Take WoW, where every class has 1 optimal set of the very best gear, which comes from the latest raid. Then there's the second best gear, and so on, that's all progressively easier to obtain. Meanwhile figure out how raid loot fits alongside easy to get stuff is part of the game in DDO.
Honestly, its too far gone now, but if DDO had been handed over to a better team a while back, it could be a really great game today.