From everything I read I agree. Honestly I've felt more powerful in CoX then I did in CO or guild wars, because both of those games they make the logic that your just a little peice of some team or army, not an actual force that by yourself actually makes a difference. Alot of mmo's just don't have any kind of real force multipliers, if anything CoX was actually somewhat "realistic" in the terms of force of power; it had force multipliers, something MMO's never have. Five players in most games is really just equal to five players, if they take on something requiring a sixth person the die badly. In CoX however buffs/debuffs and crowd control were so effective that 2 defenders/corruptors being among those 5 players could easily make it seem like the team has 10-20 people in it or more then that. The buffs/debuffs and crowd control to me gave the game a layer of depth you don't see in most mmo's; where its down to "if you fail to bring X you automatically lose", CoX a losing team was more due to general incompetence and not making any use of any force multipliers(and every archtype had them to some extent or another).
I also miss the content, and how the enemies ranked up in CoX. More and more I find myself feeling unchallenged in CO, when something is difficult however it's only due to fake difficulty of the game mobs having something that has no counter to it. In CoX however, every villain group had it's strengths and weaknesses, and their counters to them. Malta operatives may have had holds/stuns and end-draining, they were vulnerable to confusion, and even more vulnerable to crowd control themselves. The Cimerorans may have had -defense debuffs, but they were mostly limited to melee, and they had long cooldowns, making them especially vulnerable to -recharge debuffs. Nemesis may have had resistances to crowd control but they could still be debuffed into oblivion. Just three examples.
In CO however? LEts see, I go into a lair, the mobs have knockbacks that ignore the knockback rule of 3 knocks = immunity, so I get juggled around as if i'm playing mortal kombat. I don't even get to attack in those periods and can get killed easily even if I'm bringing an otherwise especially enduring build. The anderthal map likewise also has nothing but tedious tanks to fight, that gets worst with the end fight having, also, endless uncounterable knocks into lava(due to blocks not really stopping kb anymore, and the lack of +kb resistance gear in the game currently). Holds in alerts also last ludicrous amounts of time and the counter to them, blocking them, doesn't work like it used to. And cryptic is NERFING level 40 players in alerts by cutting their damage in half now(and trying to veinly buff lower level players, which has already been tested to not work). I still play the game but there are alot of periods of just fake difficulty creeping in due to neglegence. I hope they finally begin to wake up soon about the content problem and the lack of powerset balance and the sore lack of support(which just as well be nothing but healing, since there are so few powers for crowd control that work, if at all, and only a few buffs that are usefull, with almost no major debuffs in the game).