1. IMO they really need to break the horizon and make those jumps. Even at first if it's not working as intended because it's op or up (see BRD, MCH, and AST), numbers can always be changed. Mechanics, on the other is much more tricky (such as WM/GB, fc crafting, and content layout). They've really shot themselves in the foot by making "FC crafting" the way it is, giving MCH and BRD two functionally same abilties at 52, because honestly what can you add at that point to make it evolve instead of adding more of the same recipes and skills that add no job depth/variety because of the aforementioned stances.
2. Aquapolis unfortunately feels like it runs into the same problem that their new content (such as diadem) runs into, it's interesting for the first few runs, but after that you just realize that you're fighting mobs that have very little interaction or diversity with abilties. They all do their abilties associated with what they are (such as dodos doing foul stench and treants doing canaopy)...but they're ultimately all the same abilities anyway, just different names and aoe indicators. The very little variation you'd get is the arges (which is a cyclops mob with the tonze swings) and a goblin punching bag. You have the rewards and that's about the only thing that's keeping it going imho.
3. Like point 1, those constraints need to stop being the limiter, especially when you're looking at into a new expansion and higher level cap. Less abilties that add no depth to the jobs, less homongenization, and more diversifying each job idenitity. If we're going into a lvl 70 cap, this almost definitely needs to be the case unless they plan to introduce no new skills/passives only (which is already the aforementioned shooting themselves in the foot, espesically if said passives are extrremely generic and add nothing). It's really the one place you can't afford to cut corners on because that's the foundation for future patches.
4. Your impression isn't completely wrong. It took up until 3.2 for them to introduce relevant recipes for combat classes. The patches before that, even gatherers didn't need much crafted equipment from crafters. It was a trend where crafters only made gear and tools for other crafters, but their materials were gated by both crafting and gathering scrips. This, alongside what specialization was supposed to be for, really took out the flare out of crafting and gathering for me (and i previously did a crafting service in 2.x, made about 60mil in a matter of few weeks)
5. I feel they really need to up the overall difficulty a bit, at least to the point that players need to be held accountable for failing basic fundamentals like avoiding aoes and knowing your job's 1-2-3 combo from level 26. Honestly, it should never get to the point that "I'm new to the fight" can justify dying on a telegraphed circle, consistently.



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