I'll try to make as much sense of this as I can, so bear with me.
Mod 6; the time and effort put into developing the new areas really shows! Quests are designed with-in the back story of the new area. And, those quests gave every class a chance to shine.
Quests were designed as part of the overall progress of game development, and "fit" into the back story. IE, Giant Hold is a great example of proper game/quest/player development.
Mod 7; We saw the advent of the monk, and a few other areas that fit into the story line of defending Stormreach. And some revamped areas. The newer quests at this point seemed to loose that edge; previous mods had.
Mod 8 & 9 Cap was raised, Savarath, Sub T, Inspired Quarter etc...
And yet again the way the game has evolved with the new business module, left the development of new GOOD content hanging in the balance!
Another trend in DDO evolution, is the way Turbine has given the players 5 ways to craft items (6 if we include ice games), Capstone, Epic settings, etc etc...
The point is, Turbine has spent a lot of time and effort to give the characters the "uberness" we all wanted, a business model that is amazing, a store that made the newest of players attain sustainable gaming wit out learning the "old fashioned" way, and now the ever present repair anvil!
All of the recent changes are at the severe cost of proper balance in the game, and a real lack of quests that can handle all the "uberness" our characters now have!
Don't get me wrong, I enjoy all of these changes. BUT...
The game is becoming totally unbalanced! We need new content that caters to the making the game more challenging, not "nerfed"
SO! DEVS, what is the answer, what can we expect to balance the game out, and will any new updates include some real quest development that YOU used to give us?
This is NOT a flame on turbine or the devs, its the reality of the state of the game.