I agree with the message, however it does not mean the complaints about 0.5 are the same that happened between other releases.
0.4 was a new game altogether compared to 0.3, whereas 0.5 is still very much the continuation of 0.4. The fact is that, even if balance was not perfect on 0.4, it was not a subject of complaint because, to be honest, you guys had nailed it. Other than the hook being a bit too long, and the hammer too powerful, I really think the game was balanced.
What do I mean by "balance"? Well I take into account the total amount of health a tee can have, the damage of the weapons, the frequency of bonus on official maps, and the fire rate, range, number of ammos; that is, all the elements of gameplay.
For instance, the new shotgun can deal 5 damage from range way higher than in 0.4.x (maybe 1.5x longer). My problem with that is that it makes it a weapon too powerful compared to the amount of health tees have, makes it unbalanced against the laser which does 5 points but requires better aiming (it's hit or miss, while the shotgun is hit or hit softer); of course the laser rifle gives a better range but it was used at mid-range for the very purpose the shotgun is currently used. I know the shotgun had an even better range in 0.3 but that's a moot argument since the laser rifle didn't exist back then.
Then, the improved fire rate: actually from what I heard, the firerate in the code hasn't changed, but the new improved input method and lag reduction makes a second shot about 0.1s faster than in 0.4.3. It changes a lot compared to 0.4 and avoiding grenades like before is almost impossible with grenade spamming. I have no problem with the larger explosion, even if it makes it harder to play on the edge.
Finally, about the hook: my opinion is that the hook defines Teeworlds. It is the very element that makes the game unique; the difficulty of moving smoothly while shooting at others, and the fact that it can be used to help allies to pull them out of danger AND keep enemies to range or immobilized. Here, I agree that in 0.4 the duration was too long, especially coupled with a powerful hammer. However the new hook has lost not only its duration but its strength (or so it feels like); not only the duration is imho a bit short but the loss of strength makes it impossible to do anything advanced with the hook (like pulling the tee so that his next shot will not be at you ; that required skill knowing the exact weapon firerate and could still be countered with different techniques). Even if it was weak before 0.4, I think giving it strength was a great idea to make Teeworlds unique.
My main grippe with the new hook is the loss of a defining Teeworlds element; obviously I am comparing it to something, if the game was brand new I wouldn't think that way, but that's a moot point because I wouldn't know better. I love most of Teeworlds 0.5 brought: a lot of meta-game stuff (demos, voting, etc) and a lot of new blood on vanilla servers (I hope it lasts, but I must say I'm surprised it worked so well, really that's wonderful).
I don't really complain about the slight changes when it comes to movements; it's just a matter of getting used to it, even if I do think the traction should be slightly stronger when hooking a wall. My problem is that the increased strength of weapons and loss of strength of the hook has made the game not only different (that wouldn't be a problem) but slower-paced, and less challenging. Dare I say less fun .
What makes games fun? Raph Koster (designer of my all times favorite Ultima Online) claim that fun is learning — fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve. That's exactly why Teeworlds was so fun.
I think the new Teeworlds makes weapons too easy to use, because random new players just spam shotgun bullets and grenades. I have found myself in 0.5 with my 0.4 mindset "ok I must still have some health" and then discover that all my health is gone from random bullets because of the crazy range and speed. I have stepped back, learned how to use the weapons the new way, and while I did, it still felt wrong regarding the overall balance.
Now, I do agree with the fact that it is incredibly difficult to balance games; really incredibly difficult. The only thing I don't understand is why the releases brings a balance so different from 0.5 since 0.4 was generally praised as balanced (except the hook which is hated by 1on1 players) ; why not change the balance once you are set on doing it with feedback (that is, why not wait for 0.6 to change anything?).
Anyway what is done is done and we will learn to play with it; yet I look forward balancing sessions organized by the devs soon (and 0.6 soon ). In high-level CTF games the average life time of tees has decreased a lot to a point of feeling too much like Instagib .
Finally, I do hope you guys perceive that the feedback you get is not about being conservative on the game; it is about people who love the game and try to help you improve it. It is not about party crushing but about having the right gameplay. I am the first saddened by my dissatisfaction of the 0.5 gameplay, and I am saddened to see so many outstanding players disappointed too. We were all waiting for it and we didn't expect such a different balance. On the other hand I guess 1on1 dm1 players are happy since their end-game is still balanced and that they missed a longer range shotgun, and hated hooking.