I wanted to briefly state what has made the game frustrating for me, which is not intended as an attack, so don't take it that way. It's just me and my unique snowflake perspective, and rather arrogantly assumes that people will want to know what I think and why I'm leaving. Which is obviously true, because I'm just that awesome!
One disclaimer: I know a lot of people will disagree with what I'm saying, and will say 'but Van, it isn't like that!'. This isn't a diagnosis of sloth in general, it's what I feel. So yes, it really is like that, for me, damn it!
That said:
1) 8 classes is too much for me. It makes players feel homogenized. I really enjoyed the limitations of class choices in sloth 3. I like the specialization of prime skills in sloth 4, for the record. It's the extra 7 classes after that where everybody's more or less the same that makes me sad (and yes yes, classo is important, obviously, that's not my point). Not everybody should have spectral shield, fluidity, damage reduction, etc, etc.... that was made S3 neat for me.
2) Related to that, the xp burden is crushing and unpalatable. For me, this destroys replayability. If I'd gotten Van to a high level, I would have very little incentive whatsoever to start another character, as I did in S3. Particularly since I'd end up with the same set of skills as my first character.
3) Related to that, the level requirements for druid forms, necro pets, and supps realistically take out a lot of the playstyle I really enjoy. And yeah, that's mainly necro pets.** Wraiths are cute, but I miss my snarls, and as necro 2nd, wouldn't see em until 6x40. No swordwraiths until 9x40. Sniff. Never gonna happen.
4) Related to THAT, and perhaps the only thing I hope might be a constructive criticism... it really bummed me out to learn that avatar levels were tied to the 40 increments. I understand why the imms decided to do this, but getting avatar skills was the promised reward that kept me replaying characters in S3. Having to get gigantic bundles of experience to 'unlock' further avatar levels that then cost ENORMOUS amounts of xp and gold really turned me off.
But most importantly, I grew up in S3. Playing S4, I did a very quick level to 3x40, got most of my non-forge equipment, and realized I was now just going to have to do everything I'd already done. I went through enough anguish getting things to pop in S3... waiting for the same damn items to pop makes me want to attack innkeepers to end the pain. And I'd only barely started on drachma/forges in S4, so I could tell I'd be head-wall-banging soon enough.
To make a long post short (too late): people change, and the sloth playstyle just really isn't for me anymore. Thanks to all the immortals who've provided me with such a great time for so long, and to the players who I've either laughed or feuded with. It's been fun, and I hope the rest of you keep sloth populated and interesting!
Cheers,
-Van
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* This all came to a head while trying to roll stats, btw, but that was just a final goad to what I'd already been thinking.
** Regarding the necro pet level requirements... this made me so sad. In the name of balance, I call for restricting other classes on a similar basis.
For example, mages should have their spelldam cap start at some small number, then go up by increments every 40 levels. A mage prime would theoretically reach spelldam cap at 8x40, just like a necro prime reaches their ultimate pets at 8x40. I'd further suggest that spelldam cap be tied to mage position, such that a mage secondary would reach their spelldam cap at 9x40, and a mage tert would never even reach their spelldam cap. Just seems fair to me.
Of course I'm not really serious about mages, and please don't bother substantively responding. But imagine such a system for mages were in place, and just think of the angry, vituperative posts that would result -- and it's how I feel about necro pets.
