I really enjoy the mechanical depth of EQ2. I love the amount of stats it has, and how much you can discover by poking at it, and the incredible differences you can see by min-maxing. But I think everyone here knows that in the current content, as for some time, it is unbelievably easy for someone to miss something and just not be effective at all. I've been having a blast with heroic content myself in RoR, but as I've started helping way more casual friends and returning players, I've been taken aback by how some of the simple design decisions in RoR have made it much more difficult for them compared to VoV. And as a lot of these people hit a wall, I really worry that player retention in RoR will be significantly worse than VoV without a few simple fixes. The change in potency/resolve scaling. I saw this, and I thought 'okay cool, they are trying to rein in how much stat inflation we're having, to make an easier scale and people to catch up'. I kind of figure that's what the devs thought too, but in practice, it is actually having the opposite effect, and let me talk about why because it is not at all obvious and it's especially counterintuitive to anyone that's not a stat cruncher. So combat mit in RoR for potency stayed largely static, and the gains in potency are a much softer scale than VoV, while fervor/crit bonus have been heavily changed, and the combat mit requirements for them are steeper. In VoV, what happened was casual players that don't do the million other things of researching all the buffs to min max fervor and cb would have a really low entry point into H1, struggle to do any damage at all, but as they gained items and their base potency from gear increased, they start to slowly outpace it in content. In fact I think one of the selling points of eq2 was that people saw exponential gains from gearing, and gearing felt *really good*, because you'd go from struggling with a mob to absolutely stomping it with just some gearing jumps and the associated gains in potency. RoR doesn't work like that. Since the gains in potency are so modest, and combat mit is less focused on potency, *and* the potency of refined/experimented mastercrafted is so high, people's potency is pretty static and only changing a very little as they gain, and their performance stays pretty much the same, but what really effects their performance is the things casuals and returning players are the least familiar with- all the buffs and millions of things that *aren't* gear, so they absolutely cannot just gear past any frustration points, since it's all tied to fervor, fervor overcap, effectiveness stats, crit bonus and crit bonus overcap. They are stuck, and pretty much helpless until someone comes along and explains to them in great detail what they are doing wrong with their stats. Crit Bonus Overcap changes are the #1 biggest culprit. And I hate saying this because one of my big frustrations in VoV was that Crit Bonus Overcap was essentially a newb-trap in that you could never cap it as all mainslots + familiar gave you more than you could ever use. And I have enjoyed tinkering with exactly the right mix of cbo and cb items, but I cannot even begin to say how casual unfriendly this is. Before in VoV, you had this conversation with a casual: "Yeah any resolve upgrade is just an upgrade, except maybe making sure you keep your ability doublecast high enough, and make sure you aren't dropping below 100 cast speed/reuse." But since those sub stats got snipped, and cbo is now random rares, and the potency scaling is different and based on making resolve rather than getting over combat mit set in potency, the conversation looks like this: "Okay so it is probably an upgrade for resolve and you'll struggle to make the 8910 for h1, and definitely can't make the 9210 for h2 with refined mastercrafted, but that's still far and away the best in potency and will be for most of the expansion. However you really need to have about 3 cbo items past main/sec/ranged in order to be truly combat effective and you are going to be hard stuck without any, so you can sacrifice some resolve for at least a couple and I'd probably look for the 5-10 point resolve downgrade hits where you can as they are the ones you most get away with dealing with. Now ideally as you gain some 425s from weeklies you can swap back to the mastercrafted items, but you really need to chase the h1 collects for the 415 cbo ear/ring and you'll swap down from the 420s you just got for those. I know you've run Takish arena like two dozen times in hoping for a neck but keep at it, because you just won't be effective until you do. Also here's 5 reuse adorns that you didn't know existed because they are level 100, put them on both charms, secondary, ranged, and waist." Like I love eq2's complexity but these dudes should not be getting smashed in h1 wondering why they are parsing 30b while they join me and my friends who are all parsing in the mid trillions on the same fight with similar resolve. So simple (relative) changes to save these guys: Just streamline cbo/cb. Either have gear just have both cb/cbo (like the old white adorns did), or pick 3 armor slots (helm, legs, bp?) and have them consistently offer cbo. Then we won't have as many posts from players forgetting to cast their familiar and wondering why solo overland mobs refuse to die that didn't happen in VoV because all the armor slots had cbo. Secondly, the fervor requirements are super high and I don't think any serious mechanical player realizes just how big the gap is unless they group with casuals and are wondering why they are doing 1% of their damage. I really think merc batallion buff should start at level 1 and not require an unlock. This isn't an optional thing for people coming along in heroic content, if they don't have merc/mount/familiar, they cannot do damage. They just can't. Would greatly increase the rewards on solo collection and the RoR signature quest. People used that 325 charm in VoV from the end of the sig for a long while, and you got critical thinking which everyone still uses. There's not an equivalent in RoR, and that hits the casuals pretty hard. It's honestly kind of depressing how much a 425 reuse charm with crit bonus overcap would like solve a lot of these guys' problems. But mostly, players have to be able to gear past their frustration points. You just can't make people enjoy number crunching and delving into stats, and trying to design RoR to be more friendly to players like me just makes it way too frustrating to players that aren't. So resolve upgrades have to be strong, and the whole system of, 'yeah that's an upgrade IF <X>' is just super challenging for anyone that's not the subset of players that know all the game mechanics down cold.