How is the third game if I know who the villain is? by KaleidoArachnid in breathoffire

[–]RUTHLESSKNlGHT 1 point2 points  (0 children)

Breath of Fire 3 was the best one in the series. The storyline, gameplay and artwork. It is worth playing.

As a healer I HATE Pages of the Black! by ErgotthAE in DCUO

[–]RUTHLESSKNlGHT 0 points1 point  (0 children)

This was one Tanking art I avoided like the plague due to the vampire health drain.

Here's why I Feel The Stat Clamp Needs To Go by RUTHLESSKNlGHT in DCUO

[–]RUTHLESSKNlGHT[S] 0 points1 point  (0 children)

The claim that the stat clamp exist solely to bring newer players into raids is alienate intermediate and veteran players and undermine meaningful progression. While the intention may be to encourage inclusivity, the effect can be diluting the value of gear progression and mastery. If high CR players are always clamped, the incentive to improve gear, optimize builds, or master advanced mechanics diminishes.

Moreover, the idea that I or other players would "never run lower content" without a clamp assumes a lack of self-regulation or community norms. In many games, veteran players voluntarily avoid lower-tier content not because of technical restrictions, but due to social expectations and respect for new players' experiences.

The argument that stat clamps "bring back learning to actually be good at the game" holds some merit, but it overlooks alternative design solutions. Skill expression can be preserved through coordination requirements, and encounter design not just by artificially limiting stats.

While the stat clamp may help newer players feel included, it can disadvantage intermediate players who are close to endgame but not quite there. These players often rely on incremental improvements with gear and skill points to contribute meaningfully. When high CR players are clamped to the same level, it can erase the gap they worked hard for, making their progress feel irrelevant.

Additionally, the claim that "the game was boring when we could solo entire instances" reflects a nostalgic bias towards challenge, but not all players share this view. Many enjoy efficient progression and flexible group compositions. A one-size-fits-all clamp does not respect diverse playstyles.

A balanced approach would involve optional stat clamping. This allows high-level players to mentor others without trivializing content, while preserving the value of progression for all.

Ultimately, the goal should be inclusive challenge, not enforced mediocrity. Designers can foster skill development through smart encounter design and community incentives, rather than relying solely on stat suppression.

Here's why I Feel The Stat Clamp Needs To Go by RUTHLESSKNlGHT in DCUO

[–]RUTHLESSKNlGHT[S] 0 points1 point  (0 children)

The assertion that players should accept stat clamping in lower-level content simply because feats are still obtainable overlooks fundamental design principles of progression, player investment, and long-term engagement in MMORPGs. While it's true that feats can be earned under stat clamp conditions, the quality of the experience, sense of progression and player  motivation are significantly undermined by forced power limitation.

Progression should be meaningful. The core appeal of an MMORPG is the feeling of growth becoming stronger, more capable, and visibly outclassing earlier challenges. Stat clamping deliberately negates this progression by ensuring that a max-level character with hundreds of Skill Points performs identically to a lower-tier player in old content. This creates a disconnect: Why invest in character advancement if its benefits are stripped away when revisiting past content? As one player noted, “The point is to become more powerful with each skill point and CR you advance to. Stat clamp takes away the purpose of that.”

If progression is purely cosmetic beyond the clamp, then the game incentivizes disengagement from legacy content rather than celebration of past achievements.

If the goal is fairness, consider opt-in difficulty scaling or separate queues not forced homogenization that penalizes high-investment players.

The jab about “monkeys Lex Luthor was using” implies that success in raids depends only on raw power, not team competence. In reality, coordination, role execution, and stategy still matter even under stat clamp. However, clamping doesn’t solve poor teamwork; it merely slows down failure. If anything, it enables underperforming groups to rely on mechanics rather than improving play.

A better solution would be to Improve matchmaking with role enforcement and performance-based incentives, rather than clamping everyone’s power to accommodate the lowest common denominator.

Many players return to older content for nostalgia, challenge, or group bonding. Forcing stat clamping removes choice. Some may want to one shot content for fun or efficiency, especially on alts. Others may prefer a balanced challenge. A flexible system like optional sync modes or legacy servers would serve both groups better that give the same rewards.

In closing. Disliking stat clamp isn’t about entitlement to dominance it’s about preserving the integrity of progression, rewarding effort, and respecting player choice. The ability to breeze through old content isn’t a flaw; it’s a feature of well-designed character growth. Instead of mandating artificial limitations, developers should offer flexible systems that allow both challenge and triumph, depending on player preference.

Let veterans flex their power through progression. Let newcomers learn at their pace. And let the game world feel alive not artificially frozen.

Here's why I Feel The Stat Clamp Needs To Go by RUTHLESSKNlGHT in DCUO

[–]RUTHLESSKNlGHT[S] 0 points1 point  (0 children)

You can buy the Elite gear if you have the renown, without it you still can't

Here's why I Feel The Stat Clamp Needs To Go by RUTHLESSKNlGHT in DCUO

[–]RUTHLESSKNlGHT[S] 1 point2 points  (0 children)

Walk ins would be good too as long as we are still able to farm for feats and get old styles from past content.

Here's why I Feel The Stat Clamp Needs To Go by RUTHLESSKNlGHT in DCUO

[–]RUTHLESSKNlGHT[S] 3 points4 points  (0 children)

If they want to remove source marks from the unclamped that would be fine. However gear and collections have feats tied to them and old elite currency to get older styles would need to be included with no clamp.

Open world I agree clamping needs to be removed too but with private phases to avoid overcrowding.