Quote (mwm_zyxcba @ Dec 14 2010 12:44am)
The only criticism I care to voice is something that has been applicable through the last couple versions of the game, but is most apparent now in 1.20.

Solo leveling speed should be competitive with group speed.
Example:
Level 55+ Warlock using 40+ int items and a 258ee earth takes 7-9+ minutes/lvl solo with full shrines rapidly moving back and forth in explored area. A balanced group with gear 50% of that quality can get ~4 minute levels without the constant need for shrines. I can understand emphasizing the benefits of group play, but people need to be able to compete in a solo environment as well.
Sure, group play has been faster ever since it was first introduced, but it has gotten progressively faster by comparison and the former benefits of solo play have been eliminated. (higher prof / better drops)
I'd be ok with a group using 50% my gear quality leveling at the same speed as me, but currently that would require me to level twice as fast or them half as fast.
Ultimately I don't care, and will always play, but I think the above statements are only fair.
These are good points, however I think these only scratch the surface. I think there are several things that combined make the update hard for many of us to enjoy. I think the change in damage is also a major drawback. We were told that melee got a "boost". However, I was using a 246% ee axe, a 75 dual stat armor, and a 75 dual stat charm(among the best melee gear in the game). My average damage was lower than a caster(warlock vs my feeder mind you) using a 55 int robe, a 53 int staff and a 218% charm. I was statted 50/50 as is supposed to be ideal for axes and he ofc was statted pure intel. When I have over 300 stats in damage and he has ~250ish and I have 28% ee more on my weapon(his prof is 15 higher than mine...so +13% more ee). Why is he doing more average damage then I am? Certainly was not the case when the update first came out. I hope that the ratio's get revised significantly in the completion of the update.
Next I would like to talk about the continual groups. This is a neat idea to be sure. However, the problem arises for many of us in a roundabout way. Since you don't need good gear and you can still complete every objective, what is the point in spending tons of fg(and real life money in many cases) on good gear? I was soloing yesterday and I did most of no maze no more at lvl 68(I quit at wave 9 because regenning sucks). I died many, many times but was still able to complete it if I kept at it. There is almost no need for top end gear now because you can just go shrine or even die(on softcore ofc) and still get the objectives complete. In turn, this causes many people not to care about trying to get better gear and being more of an asset for the team they join. This causes a problem for all of us that don't like "carrying" people with terrible gear that are not trying to improve. This is huge on the economy because almost nobody wants top end gear because it's not needed. So many of us that can't play together have to find "random" groups where most of the time it is comprised with people with sub standard gear(in our opinions). We are forced to play with people with junk gear and drag them to mq if we want to play. Our options are very limited, as solo play, although possible, is more a waste of time than it is constructive.
Lastly I would point out the splash casters. I think this is a huge problem for many people. Casters that were meant to be played as casters usually aren't the problem. It's the melee chars that are being played as casters that are causing problems. I think Paparick has said enough on this subject.
All these(and others) combined are what are causing people to lose interest. I've talked to many people about this and this is what they all say. As a personal note on the damage, I think casters should do more damage, they are limited by their mana(not really since they can shrine whenever) whereas melee players are not. However, I think melee vs melee, he who has the better gear should do more dmg. A prime example of how I think the ratios are flawed, is that my 75 dual stat charm(45 str/30 dex) is less effective on a character using daggers then a 40 dex charm is. Something is seriously wrong when my 180k(mass overpay) charm is substandard to a 200fg charm when using daggers(or other dex heavy weapons). This game has drawn a large majority of us to it because of it's simplicity and all the factors are making it not so simple. If we wanted a more in depth game, we would go back to diablo...or some other game.
Alas, I think all these "rants" we are doing in multiple topics are falling on deaf ears. We have heard it mentioned that if nobody played but Paul, he wouldn't care. I think this is true, however....he doesn't play. In the last 5+ years he's gotten 28 gps. So I ask myself, who is he building this game for? We all know that Paul will not change things back. Even if every one said they wanted that, he wouldn't do it. I only hope his "solution" works and all of us that are keeping our fingers crossed that these issues will be addressed in a way that keeps us enjoying the game come about.