But how are developers to be able to tell that we're looking for these things if we don't express our desires and the reasons we're unhappy with the current system Dark And Darker Gold?

The feedback of players who aren't experienced is still important (maybe not the ultimate be all to balance, but it still matters) for those who want to encourage a lot of people to be able to play. Everyone is going to have a moment of learning and the ??????? ?/rougher an experience it is the less of them will get through it. If you have to take on a sport for an extended period of time, or master a game before it becomes excellent, is it actually good? Does the answer to that one really matter if the vast majority of people never reach that level?

Also, I don't really know, but I think a lot of the complaints are due to the fact that fighting the majority of adversaries feels like hitting them with a pool noodle or some random skin and bones dead dead guy who breaths every 5 seconds, is 10 times as healthy of a human living.

I've played for around 2 hours, certain times as a ranger, some as a rogue just a bit of other characters, but mostly cleric. I played all solo goblin game, and was able to escape two times, mostly because I formed peace with others (via fierce teabagging) who didn't take on each the other.

The game's PvPvE. Not PvEvPvP lol. That sounds weird. But it's ok. If they make mobs "smarter" And more people are likely to be crying instead of getting bullet sponge mobs. They're not so strong. People just don't understand the perk system. It's partly due to dry tool tips and not good information. And also Dark And Darker Gold for sale, people fearful of testing and dying to figure things out. Perks are such a big an issue in the current game. They must create more transparency.