they strip away the RPG from the game.
it’s like WoW adding LFG, a button you click that teleports you to a dungeon far away instantly with no travel time over the map. So you are placed in a dungeon you had no travel story leading up to, and literally grouping with RANDOM people you’ve never spoken to, and somehow in an RPG you’re supposed to be battling the monsters iin that dungeon together as if you we the Vikings in the movie The 13th Warrior.
Same thing with a loot filter, it just turns treasure hunting into Amazon Delivery conveyor belt. If treasure is piled up on top of each other, you will have trouble sifting through and processing it.
Players 8 is different, because it was implemented as a form of increased difficulty for groups, otherwise we’d just blast the game and get bored. So it’s more of a difficulty slider than anything, and since the old devs decided to put it in for single player, it should be implemented online simply to keep difficulty scaling. In fact it should just be changed even more imo. Change the command to /difficulty and scale it up to 20.
/players 8 = /difficulty 8
Balance is simple to answer. It’s like this. Do you want one homogenized class to choose from, or 7 unique classes? You see, when classes are unique, they have weaknesses and strengths that dont align to other classes, so it’s ridiculous to think that they should or even could be balanced accordingly. Some classes will simply be better at several situations and weaker in others.
So, being the genious that i am, i’ll explain how you keep a balance in an RPG. You take any task, you make sure every class can complete that task alone. Some are able to complete it very very fast, some very very slow. You take another task, you do the same check, and so forth until every task in the game has been checked. Now you go through those checks and make sure every class is capable and no class is left behind with a lot more problematic tasks than the other classes. Then you tweak them slightly until you have balance, and still maintain a unique class identity for each.
Balance in an RPG should never be about “Well that class can shoot lightning bolts, so every class needs a lightning bolt!”
So at the end of the day, 96.8% of all QoL requests literally kill the RPG in the RPG game.