Because it not only causes player retention to substantially reduce but also the market to become even worse then it already is.
Up to 1.1 if you wanted to be a ‘early adopter’ so to speak for MG, hence getting the highest amount of profit from it then your pick had to be something which will do well in the campaign and decently well in Monoliths. That was a distinct choice there. Playing for efficiency or playing for trying out something new?
Now that’s gone. This allows anyone to pick whatever works for the campaign and then switch over to something which does especially well in Monoliths. Causing quite the time-reduction in setting up a early cycle character of you know half-way decently what you’re doing.
Also it causes supply and demand of MG (which is already a mess) to become even further skewed. Top-end supply is nigh non-existent, low-end supply has utter overabundance… with the middle? Basically not existing at all. We got two extremes.
Now that means since you don’t need to play up an extra character that the demand of top-end gear will rise, with barely any change in supply. That’s not good with how everything is going currently.
Yeah, together with re-working the initial game and screwing up a few small things. Luckily the game has been half-way decently kept in a similar state otherwise.
It definitely caused your choices to be far far less meaningful though, not nice. But at least done in a way which isn’t making a complete 180 in how it handles stuff… like LE did here.
Absolutely. I agree 100% with that.
My first was MG. This is my second. Expect to be disappointed I would say, makes it less severe when it happens
Nooot quite ‘that’s all’.
It also makes those caring about their choices and those usually focusing on multi-character plays during a Cycle either play quite a lot less (setting up a new char in the same base class isn’t 20-60 hours but… 2 minutes now) or simply will stop playing if they feel the change is severe enough.
Is it worth it to gather those leaning towards a more casual approach at the cost of those above?
I would argue ‘no’ since the game hasn’t been designed in a way to cater to that group of people majorly.
But… umh… that’s exactly what happened? Formerly we had 15 classes, now we have 5. Sure, parts were shared between them… but the core combinations could only be done when you leaned into it. Now you’re a ‘generic’ Acolyte, you’re not a necro for example… you now play ‘Acolyte’.
Exactly what the lack of having the respec is supposed to avoid.
Really? Do you have any statistics? Can I see them?
Oh… and since it’s kinda important as a 1k hour playing customer is valued roughly 10 times more then a 50 hour playing customers… do you also have overall medium play-time of the respective group affected?
Would be very interesting!
I can tell you the outcome though even without looking at it:
There’s more people quitting because the functionality wasn’t there then those quitting because it got introduced.
The loss in play-time overall though is higher.