Quote Originally Posted by Zetsumei_Tsunarashi View Post
Personally I like the new system better. It's much more accessible than before. Although I do find that there are a few unbalanced classes. Which they have stated they are looking to address after they collect more data.
Here's the thing:

The old system was perfectly accessible. The issue was many didn't want to try (i.e. "I hate PvP in any game", "Lol, there's PvP in this game?", "PvP is toxic, that's why I don't play it" [from someone who's never tried it]).
Many didn't want to learn (i.e. "You don't pay my sub", "Who cares, it's not a serious competitive mode anyways", "I'm just here for the XP").

People claim there were too many buttons, but it was just 6 extra PvP skills - not all of which were needed, depending on your job - and the rest of your standard PvE kit - again, not all of which was needed. I disproved that statement using my own hotbars I used back then. I ran 3, only one specifically with PvP skills. If I got rid of redundant or unneeded skills, I could've easily ran 2 horbars, fit those 6 PvP skills in, and still have room to spare.

The biggest disappointment is people - both SE and players - try to defend that they look at data and player feedback to determine changes. . . Go take a look at "The New Chat Restriction In The Feast" then tell me they listen to feedback. Look at the number of "veteran" players that have declined and almost disappeared now - the ones that actively played and enjoyed 3.x PvP and if anyone, were the ones that should've been heard. Had they truly looked at data and player feedback, we would not have the system we have now. A system that - while it does have good aspects - is entirely different from what attracted and kept those players playing in the first place. And for those of us that were playing and enjoying it - however imperfect it was - we now feel completely disregarded when it comes to "player feedback". And this is hardly the first time it's happened.