Quote Originally Posted by Post View Post
So, all that was part of the perceived difficulty under which they made their decision to keep things much easier going forward, but as job design also changed, it's another example of them throwing the baby out with the bathwater.
It's like this game has an uncanny amount of technical debt, or whatever you call that concept as it applies to game design.

I kinda worry that there's too many other things people might continue their sub for beyond MSQ these days (Island Sanctuary etc.) that even if a lot of people are as disappointed and irritated with some of the job design shifts and related consequences, if people have other reasons to play it's very possible that the devs will assume these solutions are more popular than ever.

I would assume they make liberal use of telemetry for these assessments, but I'm shooting in the dark.