Ok... where to start? First, yes this is a rant, but I'll try to keep it somewhat professional.
For context, I'm a Trickster Rogue with now 50,001 item level, 600k HP, 100% comp bolster, and 100% mount bolster. I'm also a Product Manager by career who works with technical teams to deliver proprietary software. I work for one of the largest ISPs in the US. Our annual budget for software development (on my team alone) is in the tens of millions. I bring this up because most of my complaints are around the way your product is managed and I understand the development process (both agile and waterfall), requirements elicitation, software delivery, QA/UAT, general SDLC, etc. Not likely that this will add any weight to my complaints, but one can hope.
The recent combat stat and companion changes are too drastic. I understand you're attempting to simplify things but these changes do anything but simplify.
Example: A percentage of my stats (now also a percent) are gained from "other sources" as indicated on the Character screen. What are other sources? Where do you provide players with this knowledge? Am I missing something?
Another example: On the new companion equip skills you list "Critical Chance" as a stat but there is no "Critical Chance" stat. The stat is "Critical Strike". Why add confusion when you're attempting to simplify? Are they the same or not? If they're the same, why a different name? If they're different, display the critical chance as a stat.
Another example (probably a defect): Why are some of the stats on companion equip skills greyed out? Does it mean I don't get that stat? Does it mean I get less? Does it mean anything?
Another example: The new companion management screen doesn't tell me which equip skills my companions have (player bonuses). You have to look at the icon in one companion window, then close that window, open another, different, companion window, find that icon (and hope it's the right one) to know which companion you want to upgrade based on equip bonuses.
Speaking of companions, why on earth would we want our companions sorted alphabetically? Is it alphabetically by the name we chose for them, or alphabetically by their given names? If it's by the name we gave them, I can't remember all those names (I'm old). Or why would we want them sorted from lowest to highest? At least provide an option to sort from highest to lowest. I think most people want to summon their higher level companions so putting them at the top makes more sense, and yes, I understand I can take advantage of the favorites system. Mount management is also difficult in this regard.
Another example: I looked at a stat that nicely provided hover context. I thought "Great! I can make sense of this since they're explaining it to me". As I read the context of the hover I started to develop a headache and my eyes went fuzzy trying to understand what it meant. (I wish I could recall the exact location of the hover.) So, according to the hover, I get a certain amount of the stat up to a certain percent of the stat (as compared to my IL) and then that percentage lowers after a certain percentage or some percentage of a percentage? WAIT, WHAT?!?! Who decided percentages were more simple to understand when the numbers cause the percentages to change (scale) based on item level? Looking at one character with 90% of a stat compared to another player with 90% of the same stat means nothing because the percent is compared to item level (40% of 50k != 40% of 40k). So much for the notion of simplifying stats... Now I have to look at a player's item level AND their percentages to know if that player is worth two shites. And I can't see their stats unless I'm in the same instance of the same zone, so inspecting an item level is worthless (a DPS class could have high IL but unless they have the right gear, their percent stats could be incorrect for their class, but I can't know that unless I'm near them.)
Here's another quick complaint, while I'm at it. You took all of my UNBOUND enchantments and gave me BOUND enchantments to replace them (referring to bonding/radiant/empowered trade in). As I'm trying to balance my stats with this new system, if I chose the wrong enchantments, I have no way to trade them with other players, or sell them to buy something else. I can't trade them back in for something else. I'm stuck with them. And how do I know what gems I'm going to need with a completely new system until I start putting stuff in slots? You just stole tens of millions of AD from me.
Now, you've decided to improve dungeon scaling. Ok, I'm fine with that. I like a challenge. But how about you increase the rewards since it's more challenging?! If your goal is to make every dungeon equally as challenging regardless of (well, anything really) then the rewards should be equal across the board as well. I should *NOT* be getting level 30 items out of a level 30 dungeon as a level 80 player that's scaled down to level 30. I should be getting gear/items to match my level and the challenge. What incentive do I have to run low level content that's as challenging as high level content?
I have plenty more examples and complaints, and I would be happy to consult with the Product team. In the meantime, I've logged out of the game permanently unless some of this is cleaned up.
If a game isn't fun, don't play it, right?