1 - Feedstock farm
Probably the most discussed problem and the reason for the double drop event expansion in both duration and location applied. Please don't be stupid and say it's not like that because we are in fact in a double drop event and that won't last forever... All below is out of double drop event.
AQ, RM and GV seems to drop 5 to 6 feedstock each run. You are more or less expected to get at least 1 feedstock each run. The type of feedstock drops more or less in the same proportion.
The problem lies into the enchanting system, here are the estimated cost of feedstock and gold for each level. From 0 to 10 the math is pretty much accurate but from 10 to 15 is expected to be over the values shown since i didn't included the chances of breaking or reducing level on it (i'm still calculating an approximate value and my data sample is too small :c).
| Feedstock needed estimated per piece | Gold needed estimated per piece | |
| Upgrade 0-10 | 31.87 | 24656.64 |
| Upgrade 10-15 | 84.10 | 65047.62 |
| Total | 115.97 | 89704.26 |
Doesn't seems so bad at start since mmo is all about farm and all but this 3 dungeons are basically introduction dungeons and you are locked at them at least until you get almost full +15 (you can have boots +14 for 498).
Even if you had a party passing all feedstock to you, never break any piece a single time, never decrease a level a single time, dropping always 6 feedstocks, the total total number of runs needed would be from 87 to 116 more or less. I don't know why but before the double event i was getting a consistent drop of 5 per run while now its giving 12, so yeah, at 5 per run drop rate the total goes from 116 to 174 runs more or less.
A TC player can do around 13 GV in a character or 12 RM/AQ. That means a minimum of 7 characters spending all coins in GV at a consistent drop rate of 6 feedstock if you don't loose your sanity on the way.
Now from the new player perspective, which nobody ever cares to think of, you have a max 2 characters with a cap of 1400 coins. That's a max 14 GV runs daily. With a consistent drop rate of 6 feedstock per run, that gives us a minimum of almost one full week of gameplay just on the introduction of the game, considering the others few days spent to farm 478 in those 2 characters.
Remember all of those numbers on the paragraph above is an optimal situation, in reality you will more likely, outside a double drop event, get around 1 feedstock per run which gives a number over 300 runs just for the armor feedstock. Way more actually because, like i mentioned before, the chance to break or decrease is not being accounted for. You can be lucky, you can be incredibly unlucky, those numbers will vary but for sure they will be higher than what you expect on the freaking INTRODUCTION of the game in my opinion.
Worst of all, after you managed to get your 498 on your character, if you ever plain to play in another character it's the whole process again because the improved drop are limited 4 initial dungeons. Who thought that was a good idea? Why are you guys so against to people playing more than one character... The fact the old patch you could get improved on every dungeon and now you are locked into starter dungeon is insane.
2 - Inconsistent information on patches notes and in game
Could you at least make us the favor and be somewhat consistent on the information gives on patch notes and the real information in game?
The patch notes gave us an item level required to access RM and AQ of 479 and base level 70 while in game the matchmaking system give us 471 and 479 respective and a base level of 69.
Asides from the fact this makes me angry and can make people confused, the fact that matchmaking supposedly let you queue as a 69 character but the entrance portals of RM and AQ themselves only let 70 character enter is strange. I didn't feel like getting a character 69 with the required item level to test it but some people told me you could in fact matchmaking for them.
Notice, the official discord posted a warning telling people under 70 to in fact not queue for RM because the portal that spawns for last boss is a level 70 portal only, just like the entrance dungeon portal. This is straight up ridiculous...
3 - Disparity on dungeons level
I'm not gonna complain about the slow motion AQ GV RM since now they are introduction dungeons and are supposed to be easy as hell (even though it makes me cringe with that speed).
The real problem, the dungeon distribution is horrible, not only in item level by the way. You have pay ress on both CTNM and DA but not on FAUW and CSNM. Why? Seriously why??? If you are gonna put all of them on the same item level either give all of them pay ress or not. Half of the dungeons being able to *cough* pay to complete *cough* makes people only susceptible to do those...
Also, do you seriously consider all of those 4 dungeons at the same level? I guess CSNM with the nerf makes it even more brain dead and at the same level of DA but FAUW is still pretty hard for new players.
In general, you are taking players coming from a slow motion 3 easy dungeons and throwing them into 4 dungeons that require more attention and knowledge. Problem is that nobody will run FAUW and maybe they won't like CSNM even nerfed, why? Because they can't pay to ress and i don't know if people noticed (i didn't until a guild member point it out) but you can't buy ress scroll anymore. Either your healer always die with their auto ress on or you are gonna wipe because most won't have the scroll. People are not trained at all to carry them or healers are not trained to ress.
Not only satisfied with that, the jump from 498 to 501 is hell. Also, can you guys stop making the "farm this one dungeon non stop" meta already? Who honestly cares for CSNM FAUW or DA when you are gonna need to spam CTNM to get to 501. As always, we have one dungeon spammed and others basically dead...
Now for the jump in difficulty, you make people farm a dungeon that is not that hard and you can die how much you want because of pay ress to get to 501. The problem? I will bet people will go into a 501 dungeon, die and ask "where are my pay ress?". I saw that several times even on lfg parties... Will people even do anything other than CTHM? CSHM was a dead dungeon before, i don't see the nerfing helping honestly... Bahaar was always a nightmare for people to learn and the random change on wrath, in my opinion, will make a lot of people give up on it, even those who did Bahaar before. RMHM well... that was a freaking notorious dungeon for wipes and everything, people would barely run it...
Where in old patches we would have the somewhat normal distribution of dungeons per item level like now we have something strange:
Old - Introduction dungeons (pay ress 50) >>> easy dungeon (pay ress 250) >>> mid dungeons >>> hard&endgame dungeons
Now - Introduction dungeons (pay ress 250) >>> easy&mid (half pay ress 250 other half no ress) >>> hard&endgame dungeons
Also, why unify the gold cost of pay ress? It only causes new players have zero gold on the first dungeon they have access, i have seen a lot of them complaining about gold. People won't stop paying just because the price is higher, at this point i think the community don't even know healers can ress, not even the healers themselves...
4 - The old leveling problem aka BHS do you hate new players so much?
Why the normal leveling is still a 3 man dungeon queue? Do you really think there is always enough players starting the game or leveling alts to complete a 3 man dungeon at any point or time out of a leveling event? Why didn't you guys make the solo elin quest that was present on leveling events a permanent thing? You are torturing anyone who even shows a random interest in a dying game, people most of the time quit before they even hit 65, that's just sad.
Even hitting 65 and doing the whole quest line asides exodor gives you around 50% on level 67 but that's it. After that you do GV, i guess with the horrible feedstock farm present the leveling won't even be noticed but still. GV gives a total of 195726400 exp with vanguard included while at the old patch a MC would give you 3 potions of 250000000 each. Leveling isn't the point of tera from years now, why u nerfed the cute fast queue MC. That's almost 4 times lower exp and you could bank those potions. The only advantage GV has is when using exp potions but those are not always given to players unless it's a leveling event and even with them a run of GV gives less than the potions of MC if you don't have TC (since exp potion without TC is 300%).
5 - No real incentive to do anything asides the new dungeon nor any merit in doing it
This is more of a personal opinion but i think it's just stupid that you can fully buy the end game gear on shop and no need whatsoever to run anything for it. There is no merit of doing the endgame dungeons unless you need to farm it and even then, you are probably gonna farm the new dungeon NM and HM nonstop. I don't know, the game feels meaningless and void. While on heroic patch you needed to do bahaar for end game gear the old patches is just "swipe a credit card".