It's time to reason out the difference between good fun and something not worth using in the game (= No fun so boot it to the curb)
Some things that are Long overdue;
Increase crafting level so can craft unbound Ins shards. Not sure how crazy others are, but I gave up on total waste of collectables crafting at 16% success rate! (= Neg fun in game because not worth doing)
Add Quality shards!!!! Really? Can do this on Slavers @ ML8!!!!!!! (No brainer there)
Need an Exchange Vendor for ALL collectables. (If not ALL at least RARE!!!) Some of the Collectables are Stupid Hard to Farm and again, simply not worth the effort. Don't mind Farming 50-100 runs for something, but not going down the 1000's road any time soon. (Again, No Fun to have something Not usable in game)
Makes Zero sense that most are doable, but simply because of not having planned around it, there are a handful that are ridiculous!! This = Big division between solo and small groups vs Huge Guilds. Big enough Guilds and Lackeys running endless quests either get you what you need with Zero effort, or send 12 of them farming for good success vs 1 or 2 runners.
Simple Vendor that will exchange Same Tier, Same Rare/ Uncommon/ Common 1 for 1 Even across the board is all that is needed. How simple is that!?
Haven't been around near as long as others, but when I first decided to get my crafting levels I thought (reasonably) that, at the very least, I would be able to craft Any enhancement that I could find on regular drop items in game. (ie. Find a regular shield with Ins Fort, means I can craft Ins. Fort on any shield)
This was the first kicker, that regular drops have More random stats than you can craft.![]()
Don't get me wrong, still think this is a Great game, just think that it's time to get past the Confusion part of all the little things that got put together and try to Flow things into a more Sensible Reasonable manner.
Having an ability that you can use in game = increased fun and Expands game play. Having an ability that is Zero fun because not worth the effort = Kick to the curb and Shrinks game play. Game play continues to shrink enough, subconscious looks for something more fulfilling.
Many things that were added, didn't take enough of the Already Working game mechanics into consideration so they add confusion rather than work in harmony. I could list more, but this would be a good start![]()