I am not an uber-player, but I am a little above average. I have 3 capped characters, each with a couple Tier II Green Steel Items, and only one who is close to having a Tier III. That should give you an idea of my status: I don't play nonstop but I play more than a "casual" player.
Based on that, here is my assessment of Mod 8. I will focus on the things that I experienced directly.
THE GOOD
1) Stealer of Souls: It seems strange to start at the end, but this is definitely the best part of Mod 8. I ran the Stealer of Souls quest yesterday. Only one player in the group had completed it successfully before, and 4 of us had never stepped foot in it. We won, but it was **** challenging. It required a lot of "on the spot strategy" and teamwork. This was an awesome quest. Another reason this quest was great: no puzzles that involved pulling up an online solver on my laptop! There is one major issue with this quest (and with the Frost Dragon quest) that I discuss below in "the Ugly".
2) Dragontouched Plate Armor: My main character (Holgar) is a 14 Paladin / 2 Fighter. For him the new armor was very welcome (puts my base AC up to 51). The plate armor looks beautiful. My main complaint is that "Fearsome" should NOT be an option, as it is essentially a negative effect on most tanks. Since I got the "Fearsome" effect on my armor, I cannot bring it into quests like the Shroud (except when fighting the Pit Fiend, who is immune) until I get it changed. That much is disappointing, but otherwise this was a welcome change to a non-uber player who could not afford the Dragon Scale Plate Armor (and I didn't like the way it looked either! )
3) New Encounter Areas: I really enjoyed the Mount Reysalon and the Frost Valley the most. Great looks, and able to be overcome by 2-3 non-uber Characters with a modicum of strategy. Note: I only zerged through the Eerie Forest to get to Sorjek, so I have yet to explore that area fully.
4) Using old Encounter Areas: Some have complained about this, but I loved it. I thought it was fun running through the Desert, Gianthold, and Orchard (three great areas). Sure, we were a lot tougher than those areas warranted, but sometimes it's nice to flex your muscles a bit. And you only have to do it once per toon, so I don't see it as any kind of long-term grind. It took an average group about 20 minutes per area to get everyone their gem, and sometimes we were lucky and got them all in like 5 minutes.
5) Korthos Island & the NPE: I got "stuck" in Korthos on the first day, so I had a look around. And I created one test character to run the opening quest, as well. In general, all of this is great. The atmosphere works, the quests are challenging without being too hard, and so on. I think Misery's Peak is a good example of what a "long quest" should be, especially for low level characters.
THE IN-BETWEEN
1) Reaver Raid: I ran the Reaver Raid (as the main tank), and we were able to complete it on Elite. The Raid was boring before, so I was glad some effort was made to make it more of a challenge. However, beefing up Air Elementals does not seem the way to go here. People HATE the Air Elementals because their save DC's are extremely high and therefore they can only be taken out in a few different ways. I think if Turbine lowered the save DC's of the Air Elementals so that melees could engage them, people would not complain so much about this change.
2) Subterrane: I ran this a few times. No special pulls for me, but it gave something for people to do, so I don't see the harm in it. If you can pull +2 tomes every once in a while (didn't see any pulled in my 3 runs), I think that's fine. I think the purpose of this is to lower the cash value of certain items (bloodstone, +2 tomes, etc). I mean, if something is worth 10,000,000 gp (no exaggeration), I think it encourages people to buy from plat farmers, and this may be the reason Turbine has offered this area up for looting. I will be proven wrong if they nerf the chest with today's update.
3) Prey on the Hunter: This quest looked absolutely beautiful. However, I am not a fan of timed quests in general, and the need to find your way through a random maze in a certain amount of time or fail the whole quest is not thrilling for me. For some reason, the timed element of Stealer of Souls didn't bother me, but maybe that's because we completed the quest with 20 minutes to spare, so it didn't seem like the timed element was meant to do anything other than keeping us from wasting time or continuously recalling for mana, etc.
4) The Monastery: I am not a fan of brain-burning puzzle quests (I know many players are), so I did not much enjoy the Monastery. I have heard that you can ignore most of the puzzles, which is cool, but I was kind of mentally overwhelmed the whole time. Perhaps I will enjoy it more if I know how to avoid the puzzles.
THE BAD
1) The Kobold Quest: The end fight in the Kobold Quest is just ridiculous, as others have pointed out. That said, I did enjoy the concept of the fight, so if Turbine fixes it up so that it's doable without evasion tanks (i.e. removes one or two of the ellies, doesn't respawn the living spells), then I think it will be much more fun. As it stood, you needed evasion tanks AND you needed weakening / enfeebling weapons to disable the living spells. I like quests that allow for more creative options.
THE UGLY
1) The Literally Ugly: I saw a lot of people wearing the same ugly armor, and realized that was the Breastplate of Destruction. I would be disappointed if I owned one. There were 2 Warforged in our group who completed Stealer of Souls, and they did not seem pleased with the look of the Dragontouched Docent. Both of these issues will be resolved if Turbine ever lets us customize our armors. I really hope they consider doing so. If anything, it may soon seem a bit funky that all the non-evasion tanks will all be wearing the same looking dragontouched armor!
2) Wounders: This is the biggest problem with my future enjoyment of this game. I am a DPS player. Holgar is built for battling Red & Purple named enemies (there are many in Stealer of Souls, so that may be one reason I enjoyed it). However, the need for wounders is a major problem in DDO that is only going to get worse. The Frost Giants have so many hit points (the trash mobs seem to have at least 2,000+). So you need to smack them many, many times. Making them immune to vorps is fine, but you have now made it impossible to complete Prey on the Hunter without wounders. The last part of the quest is "timed", so you don't have time to beat up all the Frost Giants if you prefer the DPS route. Allowing enemies to be killed in 5 seconds with wounders and puncturers but take 60 seconds with DPS is a major problem, and it is only going to get worse as the game progresses. Stealer of Souls has this problem to a lesser extent because you still need wounders to kill the trash mobs since it's a timed quest. I finally "sold out" and bought a wounder on the AH this weekend because I could see that straight DPS was just not going to work in Prey on the Hunter, and I'm glad I had it for Stealer of Souls.
I think Turbine needs to seriously reduce the hp on mobs, and (sorry to say it) weaken the wounders and puncturers. I think if the high-end mobs had half the hit points and were less susceptible to wounders (perhaps wounders should only have 50% to wound and puncturers should only do 1d3 on a crit), people could have more of a choice of strategy. As it stands now, seeing an enemy go down to wounders in a couple seconds seems way too fast, and watching a DPS machine have to whack away 50 times seems quite a bit too slow. I know many will disagree, but I think this problem is just going to get worse and worse with each new update until it's resolved.
Well, that's where I'm at. I know many will disagree with me on the issue of wounders, but I personally think it will be bad for the future of the game if everyone only uses wounders or vorpals on trash mobs and only pulls out the big guns for the red and purples. If anything, it will lead to more and more red-named enemies (we already see this with Mod 8), which vastly reduces strategies for spellcasters.
Thanks for reading,
Holgar