Gonna repost this here, in case anyone is interested. Original post: https://mantasticpad.com/2020/07/03/state-of-the-game-july-2020/ Just thought I'd weigh in, as another long-time player (since late 2012). For me personally, the current state of PAD is pretty poor. But it's possible my situation is unique (or at least unusual). My interest in the game has waned considerably in the past 2-3 years. I don't know that the game did anything wrong--I just moved on, especially after getting a Switch (possibly my waning interest was also tied to the falling popularity of the PAD forum, but that can't really be blamed on the game either). I still play basically every day, but often just a few dungeons, sometimes only one. Combine this with the fact that I was never a high-level matcher, especially for my experience level (I always like to load up on TE, and I never chase crowns), and I've become essentially a casual player who happens to have a massive monster box, including many of the better leads and subs (but not everything--I barely ever IAP'd). As a casual player with a lot of good monsters, I find the new content almost entirely uninteresting. Either dungeons are way too easy, or they're too hard. The reasons they're too hard were covered in Mantastic's post. You have to bring the right combination of actives and passives to deal with the dungeon's gimmicks--this has been true for a couple years maybe, but it's only gotten worse over time. Furthermore, as a causal player who doesn't want to research dungeons, I never know what's going to get me killed. I agree that having monsters forecast their next move would be _really_ nice. I don't know about golden ages, but I had some of my most fun with this game when I could play around with different leads, especially new ones, in moderately difficult (at the time) dungeons like True Endless Corridors. Or, going back further, try to beat a set of dungeons with a single lead. Or, going back even further, try to beat the early Descends with as many different L/L leads as possible ('cuz why not?). In these cases, the player could essentially control the difficulty level by selecting a sufficiently bad lead for the dungeon (try beating a dungeon with pre-emptive attacks, running OG Zeus). Nowadays, when I have an interesting new lead and I want to play with it, there's nothing worthwhile to do. New dungeons will destroy it, particularly as I haven't taken the time to put all the necessary resists on the team members. Old dungeons are too easy. It just feels like it's difficult to have fun in the game.