A large issue I have with this statement is that SE has taken the 'challenge' out of the MMO as a whole. The danger and thrill of the world is gone. No more are the higher level mobs to ward off passer-by's, they took away alternative aggro types (smell, hearing) which made adventuring less interesting and exciting, there are no NM's at all, there are no endgame dungeons to grind for rare equipment drops through the week, the stepping stone content they just released does little good to us at this point, housing prices are ridiculous considering the current economy / marketplace (Items such as fleece went from valuable and uncommon to up to 9 per drop at 45 a pop), and due to the cheesy as hell HQ quests the market is flooded with high level gatherers and crafters who previously spent long long hours to raise their ranks. SE slapped some players right in the face with items such as White Ravens, and Luminary tools by rendering that progress insignificant.
They've kept the game unique, but they've killed what I felt was making 1.0 special. Players who had issues with XI's NM's had '0' rights to complain with the new respawn timers, Treant's and other creatures kept adventuring exciting and dangerous, the dungeon's were tricky with high reward for your continued effort, the boss fights were demanding (although in part due to latency at some points) and hard, leveling took time and effort (outside of the damned powerlevel bullshit people abused, but that could have been fixed via a patch - they just never did), Luminary's were the goal to strive for for crafters and gatherers, Relics actually took time, effort, and SKILL. I'll admit the melding portion was a pain in the ass and borderline unfair - but again it made the end product that much more special to finally achieve.


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