Hey,
here are my thoughts on the current state of the game. I agree with some of the things that have been already brought up, but not with every point stated so far.
1. Monetization
First off, the Prestige Pass. In general, from a lifetime VIP point of view, it's a decent deal if you just complete your daylie quests for diamonds. You get some goodies and utility with not much of an investment. However, buying exp or coins isn't worth it in my opinion, considering the short 3-months cycle. The latest change, that retains some exp based on your subscription, doesn't change that. Moreover, the premium subscription models are not worth it either, since you get little in return. Which is a good thing, a more or less mandatory subscription in a range of up to 50 Euro would be an instant dealbreaker for me (and many others).
Secondly, the monetization of ingame events via 100 dias+ reset tickets. Here I agree with everything said so far, you get way too little for such prices and you can't charge people for things that have not been implemented yet. Especially annoying me is the fact, that event transformation potions (a bufffood that has become a standard) are now locked behind a considerable paywall. To put it into perspective, it's a one out of three chance to get the desired one, bad odds for 100d/ticket. Implementing these potions into other events won't change that. Moreover, people that hunt titles are now missing the reset option for one transportation/portal/whatever rune.
2. Approach to class balancing
I don't understand many of the balancing choices made in the last weeks. While that can be partially can be explained with different groups/setups/perspectives (although that discrepancy seems to be substantial), the massive up and downs some classes have faced can't. Some combinations have gone from completly broken (so much that you could tell by just reading the patchnotes) to underperforming in two patches. Others underwent massive mechanical changes that reshaped the class. And then there's general skill changes, like the recently added 8,6% more patk for Warriors, that affect all subclasses, even those that were already over/underperforming/in a good spot.
Overall, this has created a situation of uncertainty, where players are afraid to build new weapons/gear because they don't know if their class is going to fundamentally change over night. I for one would appreciate a more nuanced approach to balancing, with smaller changes and adjustments.
3. New content
Here I have to agree with Lutine, although I'm part of the problem tbh. Even if Playernet would focus all their time and ressources on churning out new content, they couldn't keep up with the content overfarming of the endgame guilds. More challenging content would help to slow this process down, but there will be always downtime and situational boredom regarding existing content. I think the overall frequency of new content releases is decent given the publishers capacity.
4. Orkham
Our guild actually liked Orkham itself quite a bit. I disagree that the instance looks boring, especially Zerdeon and Xemen (and their respective rooms) look pretty nice. I for one like the many smaller events spread out through the instance and boss events are decent too.
However, what I don't like at all, is the current state/difficulty of the instance or better said lack thereof. Orkham died for the sins of the corruption system, change my mind. The instance would have been decently challenging without all the crazy powercreep provided through corruption mods.
Lastly, to this day I can't understand why Xemen is burstable. Sure, there have been bugs regarding her event, but appart from that she really feels like an endboss, or much rather would have, if you couldn't just burst her. You can tell that much thought went into her design, so why was there no burst protection?
All that contributed to Orkham beeing way too easy and hence becoming boring too fast. Could have been different.