GGG, please reconsider Risk Scarab limit
" I was going to reply to the OP but then I saw this and I just want to say I agree so much with your last statement. I've been saying this for years but people stil insist on this narrow minded view. The "onepercenters" (which are absolutely NOT 1%) are the guys doing the builds that you copy, the guys crafting your uber endgame items, the guys that essentially make good (not god-tier) endgame items readily available for a lot of people because they have the currency to invest into thousands of craft attempts until they get their perfect item. Nerf the "onepercenters" and you nerf yourself. That said, regarding the OP - on one hand I agree somewhat. I don't think endgame juicing should be nerfed. The game should offer high end strategies that are both very hard and very rewarding. On the other hand though, I don't really like being pigeonholed into that one super profitable strat that outperforms everything else. What I would like to see is a variety of endgame strategies that are difficult and rewarding being more or less on par with one another, so if I want to juice and make a profit, there is more than one way of doing it. Personally, I'll always do what I find fun regardless of how profitable it is. I strongly believe you can make a good profit in the game regardless of what you're farming (and I haven't been proven wrong). But if say I enjoy Betrayal and my friend enjoys Delve we should both have endgame options for highly profitable strategies without one significantly outperforming the other. |
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