ILoseControl wrote:It's called a feedback, we should not discredit people's opinions just because they're negative.
I for one wonder why the devs don't either:
1. Pick ONE character and make every tree viable with each patch... It would take 6 patches, but at the end, the playability would be awesome!
2. Pick one tree for each character that is really weak, and boost it up, again, with each patch! 6 (Or fewer) patches later, awesomeness across the whole game!
Also, just because a certain skill/item seems OP, so what? It's FUN to sometimes going into a really tough area and wrecking everything! Nerfing something that works really well (Hwanin's Hwacha) by reducing that which makes it awesome takes that cup'o fun and dumps it out. Too many xbow Necro's? SO WHAT? It's about having fun in the game, right?
Why lock areas to certain levels? Give a big warning "You will probably die in here" warning if below a certain level, but let the fur fly! Maybe someone figures out a really good build, and can handle a 115 level at 95? Or a well balanced group goes in to farm a higher level? SO WHAT? Let 'em go! I remember how helpful it could be to 'harvest' hell-cows at lev 40, to gather jewels, etc after the cows had been killed off. (And the OH CRAP moment when a leftover cow chases you across the screen!)
Finally, closing down the speed-rush leveling gimics.... Sometimes someone just wants to get to 120 quickly, and try stuff against the bosses, or high-level crowd areas. I used to run 4 or 5 different characters up, outfit them and have fun playing different styles, all in one day. Just don't have time to do the full game all the way up 3 times in a row for 5 different characters, which has seriously reduced the whole fun of this mod.
I realize the devs do what they do, and have the programming skillz, etc, but why not have a voting for a couple of ideas each patch?
Option of free-open-sandbox areas, or only allow people to go where the exp level will allow? Get the players to vote on it.
You want to be able to sell high-quality rares for high $$ at the NPC's or make everything that drops worthless, forcing a LONG run for gold, OR, the old way? Let people put up a vote!