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Yes, and I agree with these definitions. And my main issue with those statements in relation to Ashes is this: leveling will take up to 45 days of 4-6h of gameplay. Nodes will mostly limit the availability of best content for your level, so while leveling you'll most likely be killing mobs below your level in order to push as much XP as possible before the node levels up (by "you" I mean hardcore people who push lvls, not you in particular).
To me that sounds like a grind, because it'll be impossible to constantly do the most XP-optimal content, due to how nodes will work.
And then at top lvl, you'll be farming any and all mobs that give you any kind of good money/mats. And you'll be farming them a ton and as repeatedly as you can. And you'll be doing that with any mobs that gives you best currently available value for each kill. So again, that sounds like a grind to me.
And if the value of said mobs is so damn low that one boss kill equals dozens of hours of mob grinding - I'd be very interested in seeing reaction to that kind of balance. I'm personally fine with it cause I played 12 years of such balance, but I'm not sure if other people with a lot of time on their hands (who are not particularly interested in fishing or other artisan stuff) would like this kind of pace.
Also
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I sure hope this is not the case or, if it is, that those "dungeons" are more of a small cave than a sprawling intricate system of rooms with mobs. Cause if a huge dungeon is meant to only be visited once - to me that sounds like a waste of world resources (mainly space). I can forgive that kind of thing with instanced story dungeons, cause Intrepid just want to show the story in an uninterrupted way, but, personally, if I find a huge dungeon in the world and have literally 0 reason to visit it more than once - I'll definitely give feedback on that being the wrong design direction.