This is a general post from me about stuff
.....well party exp was increased a huge amount, but it seeems greed for drops outdoes greed for exp as most of you still wont/dont party up.
I have to agree with this. I was trying to level a dwarf barbarian since the wipe. Barbarians only hit good when at very high level (e.g. you hit lvl 34+ and complete your 10th level multiclass +1). As pinky put it - barbarians don't make good solo toons but are a good asset to a party - they make lousy PVP'ers and PVM'ers until 34+ because of their uber AC penalty and rubbish saves, and also get an XP penalty which makes leveling very slow going. The amount of times I logged in, asked if anyone was up for some party play, got no response and ended up dieing to KD spam by low level NPCs due to the new AI is a reason I have not logged in for weeks now. I have literrally found it impossible to level my barb any higher due to the fact that I have to go to an uber low level area to get XP without dieing, unless there are similar level players on (which wasn't that often).
I don't play the usual builds, I play builds that are a challange and good for 'party play' like my PM/DD, barbarians and construct shifter - I don't build dragons or mages or shielded clerics because I have always had the impression that it is too easy which leads me onto PVP - It seems most of the PVPs I have engaged in since the wipe have been vs mages with bigby and IGMS spam (or mummy dust with KD spam too). No offense to the people who builds these but when I am playing my uber low AB PM/DD and get constantly spammed with bigby, I kind of think what it the point...IMHO IGMS / ILMS should never have been introduced without a save (reflex?). It doesn't matter how much you nerf the damage amount of the spells (without making it useless) to try and equal things out, mages usually have enough spell slots to be able to kill toons even with high constitution after they have been bigbied a couple of times.
On the subject or drops itself...doesn't bother me, I was a late commer to the 'old' setup and managed to get drops many others didn't so I can always catch up again in that respect.
Finally, on item drop on death/respawn - I have to disagreee. After a few weeks of playing GvM anyone will have more GP than they know what to do with so GP loss becomes irrelavent. Everyone with money will just be respawning constantly which will remove some of the challange element to the mod.