These analogies make the same mistake as the one criminal used earlier by directly linking progress to level. Level is more like age, except you can control how fast you level/age. Target lock would say favour a 7 year old child on a theme park ride designed for children 5-10 over a 20 year old. That 20 year old can still go on the ride, but if there is such a demand for that ride, it really is "too bad, so sad" even if they would still enjoy the ride.Then essentially once you hit 190 or someone mentioned you can be lvl 200 and not hit by the lock deal then there's no point in leveling...only camping which is essentially doing nothing but staring at a wall.
Then the answer it would seem is to level to 200 and get as luxed out as possible and then outlock those that stay under 199.
Let me ask you this since you're saying the lock system is working. 2 fighters step in the ring. 1 fighter has spent more time getting stronger and more prepared and capable of doing more damage. But then the judges tell the more prepared fighter that he has to score 25% more points than the other fighter in order to win rather than whoever scores the most points winning. Nobody in their right mind would say the scoring system is fair.
I'll agree that keeping others from getting gear to keep others down is childish, immature, and shouldn't be playing the game. But it's also silly for someone that starts hitting that past 180 level that doesn't have their dl weapons should get penalized because they want to level.
2 people interview for a job. Both are qualified for the position. 1 has a master's degree. 1 has a bachelor's degree. The hiring manager goes with the one that spent less time increasing their knowledge. This sounds perfectly fine, right?
Yes I know it's a game and not real life. But with the way it is, it's hit a certain level and stop until you have your dl weapons which could take months or even a year.
There are many things to look at in this analogy. For instance, the point is to have fun, like in this game, and so that 20 year old can have fun on rides designed for a 20 year old. Assuming you could pause age, you could stay at age 7 to get what you want from a ride and then move on. Like level, age progresses in only one direction and you have to prepare for it.
Like bosses, you have to find the ride, know what it's about, wait for it, etc. At 20, you may understand more of the finer details and therefore get more out of the ride ("be stronger"), but it is ultimately reserved for people who fall in the age range.
Target lock is not perfect, but it is in general doing it's job with a couple of added bonuses which are, in respect to the situation above, the ability to 'pause' age/level and having full awareness at all ages/levels.
We could do analogies for and against all day, but in the end I think that because target lock existed before the tower increased levels, people should have complained before leveling and running into the problem. It's like trying to not pay for a steak that is bad, despite eating all of it. One main counter argument I see is that you can't expect people to stay stagnant whilst waiting for OTM to 'maybe-maybe not' change target lock. The thing is, these are all decisions that you are allowed to make.
OTM screwed up icemages, and so I complain about the root of the problem. I saw from level 160ish (when icemages received a super nerf) that leveling was going to be more painful. I chose to go on...leveling as an icemage. I don't complain about firemages, saying they deserve a nerf blah blah. The root of the problem is simply icemages need an improvement. The root of higher level problems is the loot system and availability of bosses.
Tired so please forgive grammatical, spelling, and continuity errors.