Count me in as not liking this new thing, uber generic loot, you guys seem to have zero direction, a year ago we get composed affixes (Thousands suns, Erosive, Meteoric, Oceanic, wintry, Debilitiating etc. etc.) and a year later that work is obviated by making all loot look like someone who intensely and devotedly loves spreadsheets re-designed it.
You guys are never going to get bad game players and non-gamers to stick with DDO... unless you redesign the game to have point and click movement and fire/alt fire simplicity... That game already exists, and it has a much bigger advertizing budget, and trumps DDO with cartoon graphics so that non gamers wont feel nerdy because it looks realistic and serious. You'll never be WoW... stop trying.
Stop pandering to a player base that can not play DDO. The game is dying while you are distracted by this false promise of "casuals".
You're losing players, not because the game is hard or complicated, but because repeating the same identical unchanging content over and over is BORING, it's not because your game is too hard for farmville fans to figure out.
You're also losing players because the past 6 months people spent building a character, running the same identical raids over and over trying to get cool stuff; was just made largely pointless by multiple dramatic changes at the same time. Changes have to happen in MMO's or they stagnate, but changes too quickly just make everyone wonder if they wasted their play time.
And you're losing players because you pander to non-gamers and the new systems turn off existing players. You've been repeating this same design mistake since you started putting in inaccurate number ranges instead of dice trying to dumb down everything. Every step away from D&D just loses you more gamers and D&D fans, while not returning a significant number of new casuals. You're like a band that changes its sound to gain more commerical success, doesn't manage to make a hit song, and loses most of its old fanbase. You're like the moral of the greedy person who drops what they have in one hand to take a wild grab at a bigger pile, misses it and so loses both.
Perversely at the same time you're pumping out "Ghostbane" because newbies can't figure out how to kill undead, you're adding massive new enhancements that stack up to 10 times but not more than 1 every 3 seconds, on a reverse vorpal that gets confirmed with another 1, with a cool down of 120 seconds, and stacks expire one every 2 seconds....
Wait whats that you say? A stacking bonus that will never ever stack? Exactly? Yes exactly... You're adding complexity in one corner while making things feel dumbed down in another... Time for a Dev meeting guys, get the direction straight, figure out THE REAL reason DDO is losing so many players. Stop valuing exit surveys over common sense. Hard core gamers exist in numbers great enough to keep an MMO immensely profitable... Just look at Steam, or MOBA games. Market your game as the MMO for real gamers, show off the high skill ceiling, and make the combat more responsive and better animated. Improve the physics, weed out the lame abilities and replace with stream lined systems that make combat MORE FUN. Add procedural pathways/traps/mobs/secret door locations to lower the boredom factor. Add MORE raids like Shroud and Abbot, and VON and Twilight Forge (but with more than 4 peoples worth of stuff to do at the end)... FOT bores me to tears, CitW is a linear series of beatdowns.
Accept your niche DDO, embrace it and stop trying to pander to a player base that will never ever stay with you... Like the nerdy guy who took up body building and started watching Twilight, and wearing designer clothes, but still didn't get the hot girl; You should turn back to the nerdy but cute girl that always liked you for who you were, even before you got (sortah) buff