Remianen wrote:
Understandable. But how many of these people are boosting characters that they at least have an idea on how to play?
"An idea"? Not sure that's the issue. I have "an idea" how nuclear power plants work, but you'd probably not want to put me in charge of operating one. As I mentioned in an earlier post, I'm quite familiar with how to play a melee based character, but have no problem admitting that I'd be a complete disaster trying to perform any where near acceptable with my shiny new Berserker character. Character abilities and tactics change dramatically in the post 70 game IMO, so unless you've played that specific class at least that high before, you're not going to play it well.
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Besides that, in my experience, there are many people who have played their characters up from level 1 and still don't know how to play them "well". We've all experienced that over the years.
Sure. But it's all relative, isn't it? A percentage of crappy players will always exist in the game world at any given time. The introduction of HCs suddenly increased that number dramatically for a period of time. And, predictably, as people have gotten more accustomed to running the new characters, the complaints have died down. Nothing that surprising about it really.
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The very idea that someone playing a boosted character is clueless as to how to play that character is a false assumption.
Again, I'll freely offer myself up as proof that it's not a false assumption at all. I think that you're underestimating how many players (even long time players) don't play a menagerie of different classes. I've been playing (with a couple breaks along the way) since 1999, but only have two characters in the post 80 range. I'm not an altoholic. And people like me (or even people somewhat like me) are going to tend to use their HC opportunity to create a character that they're not familiar with at all. Why play a class I've already played, or am super familiar with. I literally picked berserker because all I know about the class is that it's a damage focused melee class and I'm sure they have some special abilities which make that work, but other than that, I have no clue. Oh. And they throw axes (although I'd forgotten that until I created it and looked a the abilities that came in the hotbars).
I doubt I'm remotely alone in that decision methodology.
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The first cleric I ever played was level 57 when a guildy joined the exodus to DAoC in 2001 but didn't want to deprive the guild of a cleric. I went from a raiding warrior to a raiding cleric and was chosen to main heal the guild's first attempt at Statue.
I don't think there's a remote comparison though. There's been a vast increase in combat/AA abilities since Velious content was remotely current. A level 57 cleric didn't play much different back then than a level 15 cleric. Cast heals during combat. Cast buffs when needed. During a raid, get into a CH rotation (ok, that was something the level 15 cleric didn't do). And I'm not saying this to knock clerics, because every class was that simple to play mechanics wise back then. On a raid back then, my paladin assisted the MT when called, and clicked autoattack. I'd drop a group heal as needed. And I'd usually keep an eye on the raid's main chanter if there were adds being mezzed during the fight to quick drop LoH if needed (and sometimes be offtanking, but that was something that got more prevalent in latter expansions really). That was it. And I could make an argument that a class like paladin was more "busy" than others (during the fight at least, prep and initial engagement belonged to the shamans, chanters, and clerics).
Raid skill back then was more about groups learning to work together to manage mob push/positioning and prep. You usually knew if you succeeded in the first 10 seconds of the attempt. If you got good agro on your MT, and got a successful heal rotation going, and you physically had the resources, you'd likely win. And once that initial flurry was done, there wasn't a whole lot else to do except *not* do something stupid that lost the fight. Anyone experienced in raiding could probably step up and play most other classes in most raids and do "ok". Even the most complex classes only used about 5 spells during the actual fight itself (as opposed to prep), and that was usually pretty formulaic. Timing was an issue, but as long as you'd even just been in the correct groups to see the timing of various actions you'd have a pretty good idea of what to do. It certainly wouldn't take that long to get up to speed.
In a group? Holy hell were classes easy back then compared to today. I use ten times more abilities in an average solo fight with my paladin than I used for anything back then. Trying to jump into playing a level 85 character with no highish level experience is like that scene in Star Trek 2 where Kirk causes the Reliant's shields to go down and Khan is trying to raise them, and he's looking at these panels of controls with a zillion buttons and switches and no way in hell is he going to figure out which one's to use how in time to avoid getting blasted. Yeah. Kinda exactly like that.
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Basically, if heroic characters are such a big problem (now or in the future), what would stop anyone from just refusing to group with anyone but the folks they know? That's how it was in "the old days". So-called 'uberguild' members would only group with each other (and people they were recruiting for their guilds or friends outside the guild). I've been on both sides of that situation. This shouldn't be an angst creating thing.
And people complained about it then. Honestly, I'm not seeing it as a big deal. It's a short term thing where the effect of a ton of new HCs on the game world will cause a bump in the number of "clueless" characters running around. It's legitimate to complain about that IMO, but it is self correcting, so it's not that big of a deal in the long run.