Why have we moved away from quest chains, which were fun with interesting named loot (most of which had unique textures I might add) to.... crafting?

I could go on for hours about my argument but I'd rather just ask a simple question:

Which do you think is more fun and would rather have:

A. Quest chains that open up to us as we progress in levels and in areas. That reward us with high-end loot and/or a list of named/unique items after completion. With a few toys and good chests thrown in along the way. With top of this hierarchy being fun and puzzle-oriented raids (like the good ol days)

or

B. Grinding Shroud (or any location) for Crafting materials so you can make superior end-game items that will only really be useful in the place you made them.


In my opinion I choose A.

Crafted items are so powerful they mock anything below a lvl 16 dungeon. Hell, they mock everything except the Shroud. Where they weren't even needed in the first place. Other then the Shroud the only other challenge left in DDO is the Abbot. And that's it.

Does anyone else see this irony? Grinding away at the Shroud in order to produce gear that makes you better at... *drum roll* grinding the Shroud.


I miss the days of Waterworks, Co6, Threnal even the boring Catacombs. Because those were quests that were not only fun (and challenging at the time) but highly rewarding. But more importantly those quests felt like D&D. Or at the very least the premise of it behind DDO.

I fear that everything from Mod6 on will be FedEx/grind.

Even rolling new characters has lost the excitement it once had. All I think about when I quest with my lvl5 Ranger is 'gee, all this **** I'm obtaining now is gonna mean nothing once I start grinding the Shroud.' Sure I'll need a couple vorpals and couple cursepewers but beyond that; it's the Shroud or bust.

It has to me, been very lame.

I for one am losing interest fast.