Not surprising; ARPG players see what looks like a Diablo/PoE type of game but don’t fully realize what Korean style MMO game design is like when it comes to higher level content (loads of RNG, grinding what is relatively limited content, boss and dungeon mechanics which cannot be face tanked until you manage to out level and/or outgear that content, game play that feels unbalanced, unfair, and potentially unfun). Loot is just tiers and not the diverse range of different items for a particular slot.
Which is why I am not bothering to level to 65 as there is no need for me to see/experience what that level 65 content is like when I can just use gear that is several level lower from my character level and increase the difficulty level of an Interdimensional Rift dungeon now to experience that same feeling. And I just remembered that the initial prologue allows you to get a feel for a level 100 (character and soul) character; essentially movement and combat don’t really improve and has that lackluster feel at least for me. And as I’ve noted ad-nauseum throughout this entire blog, visceral combat is what makes/breaks game immersion/enjoyment for me in these type of games.
IMHO, MU Legend is not the MMOARPG that will be huge once the newness wears off.