Why wouldn’t people be vocal about a change that doesn’t introduce “difficulty” but instead introduces needless headache? Difficulty can (and in my opinion is) great when implemented in a way that tests the player’s understanding of their particular character and what they have achieved with their in-game choices regarding skills and attributes. There is a reason why Demon’s Souls and Dark Souls (albeit both being single player games with slight multiplayer elements) have achieved a cult following and received critical acclaim: they are difficult, very difficult, but always fair to the player regardless of their class choices.
This bug (read bug, so it’s not even supposed to be there) does not introduce a fair difficulty setting. Priests have to spend their gold on consumables for their skills, mages have to spend plenty on SP pots for their earlier levels and melees will have to repair a lot. Introducing a change that makes it very difficult to break even regarding time spent farming versus repair and consumable cost in a game that already has a perfect gold sink in hundreds of attribute levels as well as gear upgrading takes away from the core gameplay.
Tree of Savior has such potential to introduce a superb skill ceiling with interesting boss fights and in-game mechanics, this so called difficulty of yours is not the way of doing it. Of course people will be cross when a bug is introduced that renders most of their effort meaningless.