The player base is always the guinea pigs... every expansion has proven so, be it the phasing mechanic all the way up to the world scaling. I don't understand why players (not saying you per se) are surprised by this. How else are they going to know if an idea is good or not without trying it out en masse?
I, personally, am interested to see how this mechanic plays out with a leveling team. The biggest gripe I've hear out of people (not just multi-boxers) is that they can't blow stuff up like they used to. This makes me very happy because people would ignore mechanics and just nuke, which is stupid. Now people have to actually learn and execute the mechanics of a fight, which for me translates into more challenging puzzles to solve as my multi-boxing team goes.
The other thing that I think will happen is that the dungeons will be tuned so that people will be able to level by doing just them again, but I feel that they needed to see what that would take compared to questing. If dungeoning is the most efficient way to level, even casual players can understand that and will do that because "it's what you are supposed to do". I imagine that they will be gathering data so that if you want to level by questing you can do that or if you want to level by dungeoning, you can do that or if you want to do both, you can do that and the time it takes to progress from level to level remains about the same. They built this giant world for us to explore and play in.
Introducing the level scaling has made more of the content last longer, which translates to you, the player, having even more stuff to potentially do and explore. A lot of people think this game is about gear. They are wrong. This game is about stories and experiences with friends and overcoming challenges together as a team (whether you're a part of one or running the whole thing).
Anyway, that's my 2c. See you in game!
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