Let’s look at this relatively objectively. Coming from server 2 here.
Patch notes on May 11. Patch notes for the increase to 105, O+2, 23 days ago on April 18. Unfortunately, i don’t remember the day the patch went into effect, so we’ll say it is the same time between notes and release, 23 days until 2.2a goes live.
Let’s assume it took 15,000 player xp to hit 105. I may be a little off, but I think that’s what it was.
XP rate is gained through daily quests, total available 1820, and finishing levels, total daily available based on energy gain, but equals about 528 player xp, based on an energy gain rate of 1 every 5 minutes (288), plus 60 for guild sign in and 180 for the three daily boosts. That gives us an optimal gain of 2348 player xp daily.
15,000 / 2348 = 6.3. So, it takes 6.3 days of optimal play (only completing level 1, 6 energy levels) to raise one level. Let’s assume everyone is not optimal and it takes 7 days per level. That makes it approximately five weeks to gain a level; it has been three weeks since the last boost. The vast majority of players on S2 are probably between 103 and 104, if they aren’t spending. I personally hit 105 mere hours before the patch notes were released, and that took approximately 150 stamina packs to hit, plus a few here and there through the week.
Now, it seems to me that driving away potential customers by making the pay-to-win model so obvious is not a sound business decision. Looked how well it is working for EA and the massive backlash against Battlefront 2. We, the players, know this is a business. We, the players, know you are here to make money and hopefully provide entertainment value for your customers. The obvious cash grab is painful and will only keep those willing to spend $100s monthly to stay on top. For the free players, or those spending only on the daily login diamonds, or even those spending for the occasional $20 pack, this patch is a horrendous idea.
Couple that with the prevalence of bugs and poor support management. For instance, I submitted a ticket stating the endless floor bosses after level 70 were only dropping purple scraps. The response I got was bosses were only every five floors and I was asked what I considered a purple scrap was. Of course, I explained how the game worked and eventually got the reply that it was a 50/50 chance of orange/purple drop from the ‘every floor’ bosses after level 70. Interestingly, by this point, I was on floor 108. 38 floors with a 50/50 chance of an orange or purple drop does not seem like 50/50 when I was only getting purples. In fact, since then I’ve done another 30+ floors and received very few orange drops and even fewer boss keys from these bosses. Sounds like a loot table problem to me.
Then there are the tournament bugs, melee (front line) pathing problems, and others too numerous to mention. Nothing like watching Whirling Dagger stand around in a fight in the middle of the screen not doing anything while the battle rages on in another part of the screen, or watching Howling Claw stand behind someone in a walk animation not attacking until he eventually gets possessed and kills the entire team.
How about fixing bugs? How about making portal lords more interesting? How about making war more interesting? The grind at O+x is already bad enough, but the introduction and mismanagement of this game mean I’ll be voting with my money, away from PB and by the transitive property, PQ. I encourage others to do the same; the joy of capitalism works both ways.