Read moreI feel like the misconception comes because of order of events with these things.
Content creators, on the whole for the big names, are high-end pvmers.
They comment on stuff being issues or not fun, even where the changes will hurt mid-level pvmers but they are beyond that level so it doesn't huirt them.
These proposed changes then often seem to happen because of a vocal few despite lots of feedback on other platforms (ie reddit) from mid-level pvmers being against it as it actively hurts their gameplay.
Whatever goes on behind the scenes and the final reasoning this very much then gives the impression Jagex did what the vocal few wanted and ignored the mass sentiment.
Recently animate dead is a great example - most high-end pvmers and content creators didn't find the nerf too bad. It didn't hurt them as they didn't need it to survive.
A lot of the feedback kicking about other platforms for more mid-level pvmers was more along lines ...
Hm. It's interesting thinking about the decision making process here, because I think we have a situation something like:
Player A supports decision A. Player B supports decision B. We go with decision A, which is what player A wanted, therefore we "listened to player A". In practice it doesn't really work like this - we don't choose between two players based on some criteria and then just do whatever they say. We'll take input from many players, and then weigh that against all of the other relevant factors as well.
I wasn't heavily involved in the FSOA/AD changes but to apply that framework, balancing is very relevant to it. To oversimplify the argument slightly, if you say "do you want to be immortal?" then some players will say yes and some players will say no, but it's not just a case of listening to the players who say no and doing what they want. There are design and balancing considerations involved beyond pure preference.
As far as comp goes, I was h...
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