Hi Mr. Rowan; Have you guys considered trying to keep the player base from shrinking wildly between updates? via less meta game heavy design perhaps, more procedural content, or perhaps an overhaul of old "endgame"? I asked a somewhat similar question in the Lam forum but it's just going to get lost in the uproar in that thread.
The attrition I am speaking of is viewable in the below graph nearing 50% less logins since eGH was released, note this pic does not go back to eGH release where logins where were up well into 20,000's, now we're trending into 12,500 to 10,000 territory... nearing a 50% decrease in login activity.
Yet the things you guys appear to be doing are announcing/implementing some ideas that frankly probably lead to more people leaving (like Epic TR ED XP Loss and a great deal of the newly restrictive and pigeonholing Enhancement pass).
Things that IMO lead to more than normal attrition between updates:
No End game (why are we leveling our characters to 25? there's nothing to do with them?)
Bad vibes from Epic TR
NO raids in the expansion (What are we going to do at level 28???? forget level 25 where we already don't have much to do)
Significant build breakage in the Pass, mainly from the bad design choice of AP spent in tree coupled with needing to stuff PrE trees with unrelated old core enhancements, so there's enough AP to spend in trees to meet the bad prerequisite.
In short DDO is in a binge/leave cycle of its own making, there's nothing to do, there's not much motivation to bother with ED's because of the scary things you guys talked about, there's an EP hanging over our characters heads (why make a new build when the Pass is going to break your multiclass splits and maybe even obviate your race choice?).
IMO you need reasons/goals and things to achieve, and you need less meta gaming and more variety and chaos. Everyone knows what quest to do to get X item? Stop telling everyone, make items available in more than one quest, put in procedural content pathways and random traps... this game suffers from "farm efficiently until you get it then go do something else" there's nothing to USE IT ON, there's nothing to do (that is compelling or has relevant loot).
"There's no there, there" - Endgame
Revamp old endgame, redo the loot (don't spend lots of time changing the quests, just make their loot relevant), and put in heroic comms upgrades on all of it, make it scale up to level 28 (and then 30) like Cove does, then spend some time making a couple new "random element" Uber dungeons... in the Planes maybe something inspired by the Labyrinth of the Sundering books (Weiss and Hickman). Or Planescape! City of Doors indeed! What a great justification for a massive randomized procedural element dungeon. Add some stuff that doesn't have this meta gaming crutch that causes everyone to go away between updates. Put random secret doors and alcoves and chest false bottoms, in there and make people SEARCH for them and not while running, make people want to stick together like EE's because it's the best tactic to survive... go down steps and expect the mobs to get harder, use procedural mobs (See Diablo). Put Demi-gods in there are friends or foes depending on how the party handles them. Give us something to use those max TR's and ED abilities on... Cause right now there's no reason to bother playing past level 20...