Manuhell, I wonder something. The whole thing you keep rehashing ad nauseam is that we are not entitled to any retroactive compensation for our levels. I see the point you make, although I strongly disagree with it, and I feel all your analogies fail, because you keep bringing up temporary content.
I keep bringing temporary content because the old fractals ended up being one of them, even if they weren’t supposed to.
And while it is true that some people wouldn’t have done them if they knew they were temporary, the opposite is also true: some people would have done them when they were still available because they were temporary, especially if there were unique rewards attached for particular achievements (as with any living story release). Be it titles, items or even the achievement themselves, as far as achievement hunters go.
That aside though, I wonder if you think that Anet handled this patch well. Do you feel Fractured as a whole was a success? Do you see all the blatant issues with it? The progress reset, the myriad of bugs that go unanswered, the reward nerf (yes, nerf, because rewards are worse now), the broken promises, the complete silence on their end which is just adding insult to injury etc.
Or do you feel like Anet handled this all really good and Fractured was a good change to Fractals?
They handled the patch quite bad, imho. Since the announcement itself – if they deemed a reset of the levels was necessary, they should have told it quite earlier. As they revealed it just a week before its implementation, it was already too late to do anything even if they acknowledged the issues.
Still, that’s mostly due of past screw-ups (the management of fractal levels in general, level 50+ and so on) than a problem of the patch itself – if anything, those are things they should have corrected long ago, possibly just after fractals were implemented and those issues were discovered, instead of taking all this time to fix them.
Also, there are quite a number of issues not addressed, be it ways to use the rings in excess, other uses of pristine fractal relics and issues with rewards in general (also, i still think the gold reward is too low for the average duration of a fractal).
But there are some good things as well, let’s be clear. I do appreciate the new fractals, and the instabilities may offer some varied challenges instead of the stale “beat stronger monster” design we had before – it all depends on their design. And some of them may be debatable (as the whole agony infusion management, that seems more a way to sell upgrade extractors than a player friendly system).
Also, as using mainly an engineer, i could say i’m quite accustomed to broken promises and silence on their part (i’m still waiting for a way to not see the hobosacks and have a proper cosmetic endgame…). Nothing new on that part, i could say.