Quote Originally Posted by Wolfie View Post
I never implied that you said it was perfect. I said it wasn't good. And it wasn't. There's already cookie cutter builds popping up, by picking out the best damage dealing abilities from other DOW classes (or THM hands down beating CON as a support mage). Cookie cutter builds are unavoidable. But that has nothing to do with how homogeneous and BORING the classes are. They all play identically and it can't be fixed as long as they insist on keeping the armory system. But that's another argument for another topic.
yeah i know that gladiator and that conjurer play completely the same and they are exactly no different than an archer...

Quote Originally Posted by Wolfie View Post
Name another MMO whose core of leveling came with 8 repeatable quests/36 hours, which offered paltry amounts of lore and equally paltry variance in the kinds of mobs or mob abilities that you faced. How about an MMO where it's better to FAIL your quests and keep re-trying it because it gives you an edge? How about one where EVERY repeatable quest followed the exact same formula ("Kill/gather X amount of monster/item, in a 30 minute time limit")? Yeah, other MMOs have similar "Kill X monsters in Y area". But that's where the similarities end, and unfortunately, leves never go beyond just that formula.
and didn't i say with more different kinds of things to do it would have been different. you knock something because it was the only thing released so it became boring. i feel they were meant as nothing more than a quick thing for casuals to do or people getting their guild marks. they became boring because we did them every 36 hours and we did that because it was the only major thing released. the problem is not that leves were put in game, but the fact they were the only repeatable content put in the game.

Quote Originally Posted by Wolfie View Post
"What could have been" is not a feature.
um yes, the original question was what core features were in game that could have a redeembale quality. the fact that it was in the game at release and could have been added to does make it a core feature.

Quote Originally Posted by Wolfie View Post
This game shipped 600,000 units, and its population peaked at around 80k or 90k. It was being sold for half off within a month of release. It's not a redeeming feature at all, because it FAILED.
ok let's say this. say they had said they were going to make a game for hardcores from xi completely. how many casuals would have purchased this game?

let's say they they were going to go completely the opposite way and say they were going to make the game completely for casuals. how many hardcore players would have bought the game?

they sold more copies by trying to do stuff for both groups than if they had went for only one or the other. they did a poor job of it, but it was something they tried to do and if they had been able to pull it off it would have been great for the game and not just good.

Quote Originally Posted by Wolfie View Post
They weren't easy before? You know, with THM tanking them and maybe even soloing them?
i never said they were hard. i said a halfway decent challenge. in case you remember the thm could not solo it without doing the hate reset on the mob, therefore, they did not technically solo it as it was intended. if a group did not have a thm that was built strictly for tanking, yes, those were decently difficult fights. i'm not going to go overboard and say hard, but at least it was harder than the tank and spank of mob grinding. i was doing most of them duo pre-nerf because i refused to hate reset the mobs, but at least they were fun and a nice challenge to duo.