Long Post...
Wiz,
I agree with Strahd. The number of factors that has been altered throw the entire equation out of whack. Another problem people are having is the addition of 61-65 and how slow it is. Since their dps is lowered, since mobs are harder, since battles take longer, AND their exp bar rarely moves, it summons up all the bitterness many of us have toward live. I have no problem with slow lvl 61-65, but combined with everything else, the entire world feels harder now, more tedious, not worth the risk-vs-reward. It feels... like live. The reason we play WR is because it's NOT live. The server seems more like work than fun of late.
My observations pre- and post- patch....
I am not sure what groups were killing reds so easily. I can count the number of reds on one hand that my groups in the last 2 months have killed alone. Did a few of them need to be tweaked? Yes. Did every under 62 mob need to be buffed? No. What is the downside of a very good group tackling a red, let's say... a low 40s group winning vs. a Sanctum Brugwar (which is HARD to do, btw)... the advantage to them is a nice achievement, little more exp, not really loot advantage... but pride in a job well done. The exp is actually not that much faster because of the downtime involved with having to heal its dps. But... it was possible. It made things exciting. Where is the harm in this? If they level 10% faster than a group hunting solely low blues, so what? The only case in which hunting reds could be unbalanced is if that red has raid-level loot (in which case, the individual mob should be tweaked).
Post-patch... it's hard for me to get excited about almost wiping to blues. It's hard for me to get excited about having a healer die *every* fight on a raid. It's hard for me to get excited about Ahekva as the only place for decent exp that's worth the effort (and really only the blue men, at that!). My favorite zone was Seb but now it's a ghost town because it takes 60% of a clerics mana for *1* clay golem.
Basically, the patch made downtime a necessity, which is disappointing. It made duo'ing practically impossible for most classes. It made raids a nightmare because of the heal aggro. It gave the illusion of huge exp loss because of 61-65. It made the killing of low blues the only reasonable exp for most groups (which gets boring). It made normal exp for 40-60 much slower because of the dps nerf (despite the exp boosts). The resists are annoying. Recant magic, which on live is unresistable, got resisted many many times in Sleeper's.
My final comment: Sleeper's. I'm not going to whine about the difficulty or the splitting or the 2000 dds, cause actually, I like all that. I love the challenge of the zone. (The loot does need adjustment tho...). Sleeper's is a *perfect* example of how to make the high-end game challenging without nerfing the entire server. POA was really hard pre-patch, as well (a great zone, too, imho). A few bosses could have been tweaked a little, but for the most part, one screw-up, and the raid wipes. I like that. That is fun, challenging, but not impossible.
To me, and please clarify if I’m wrong, the dps nerf /mob buff was to address certain groups killing beyond there means (and groups can kill reds on live, btw). The only problem to this with me is if the red mob drops raid-loot. If a 40s group is rocking and dropping a few starfish or Sanctums… more power to them. It just means they will level a little quicker so that I can make them come to my raids

I don’t see any harm in having more lvl 60s. Leveling is not very fun. Grinding is why I got burned out on live (along with the endless key/bane camps of SoL).
60 should be quick to obtain. 61- 65 can be slow. I have no problem with that. To me, there is no downside to 60 being fast, as it was before... because more 60s, equals more raid-members. And getting a raid together is like pulling teeth these days. The exp is bad on raids. The loot is slow with the changes. And alot of stuff is unbeatable without 25+...
If you want raids to require 25+, make 1-60 as fast, if not faster, than before. If you want much of the content to be conquerable by around 18, like before, then the resist / hp /aggro /dps needs to be toned-down a bit. I'm just curious what the overall intention of all the changes is. If it was to slow down leveling, plus, making raids harder at the same time, then these desires are at cross-purposes.
Sorry for the rambling,
Yvina/Yvang