I don't like the mindset of DDO developers.
I'm also a game developer myself, but games are meant to be entertainment, not a form of asceticism or hardship.
While I understand the need for balance adjustments and the demand for game-like challenges, DDO developers tend to choose corrective methods that only stress players out without providing clarity.
If the issue is that becoming too powerful when equipment fits together too well, then it's important to adjust the game based on the power balance when everything fits together well, giving players a sense of accomplishment.
It only provides enjoyment with limited combinations, such as those seen in the Body, Helm, Cloak Set, rather than giving a sense of accomplishment through various combinations.
Events consist mostly of trials rather than events designed for enjoyment.
Furthermore, DDO lacks prestige.
For instance, in EverQuest, there were Epic Weapons, symbols of 'achievement' or 'accomplishment,' providing a 'role-played honor.'
But DDO only has Wings to prove gamer addicts. There are no symbols representing races or classes.
The developers of DDO are completely oblivious to the importance of visual perception.
That's why they can easily remove things like Legendary Enduring Conviction and Legendary Divine Vengeance.
The developers of DDO may have the ability to create systems, but they lack the capacity to build worlds, lore, and communities.
DDO feels like a game designed by munchkins.
First, please start by implementing the Holy Symbol.
Give us devout followers our Holy Symbol.
Currently, we're casting Turn Undead and Divine Magic with mysterious power, but if the Holy Symbol is implemented, we devout believers will be able to declare our allegiance more fervently.
If they had time to create orbs with strange designs, they should just make orbs in the shape of Holy Symbols and name them 'Holy Symbol'.