


What are some examples of games where the developers have used in-game events or temporary world changes to create unique opportunities for high DPS output?
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- How does the integration of streaming platforms allow content creators to demonstrate advanced DPS techniques and provide commentary on their decision-making process?
- What are some examples of games where the developers have implemented systems to prevent players from "carrying" others through difficult content solely based on overwhelming DPS?
- What are some examples of games where the developers have used in-game challenges or limited-time events to encourage players to experiment with unconventional DPS builds or strategies and push the boundaries of their class potential?
- How do different forms of player interaction (e.g., trading, auction houses) indirectly affect access to gear that improves DPS?
- What is the difference between single-target and multi-target DPS?
- Is high DPS always the best strategy?
- What are some examples of games where the developers have implemented systems to normalize the effectiveness of different crowd control abilities to prevent them from disproportionately impacting the DPS potential of certain classes?
- What are some examples of games where the developers have used in-game narratives or pivotal story moments to showcase the devastating potential of characters who have mastered their ability to deal significant damage?
- How can I interpret DPS meter readings?
- How do different talent trees or skill paths affect DPS?
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