For my own two cents as a modeler I will copy and paste my own experience transferring from max to maya from another forum.
(This is for Maya 2016 SP6 vs 3ds Max 2014 mind ya’ll so one or more complaint may no longer apply)
[b]There are many quircks and some outright glitches that only seem to affect me so it is difficult to
find help with it.
For example: I could be working in quadview, switch to perspective, and
then switch back to find a whole other scene open in one of the
orthgraphic views (now a perspective view), WTF?!
It is far far slower than Max at saving a scene of similar complexity, as well as selecting objects.
Lack of a permanent global position interface.
Many operations moving the pivot to the center of the world, a consistent time waster.
The lack of a proper symmetry option is criminally baffling at the very
best with some people actually defending its exclusion (it being more
or less an industry standard and thus its absence lacks any other
The lack of a modifier stack is not a deal-breaker but its absence is sorely felt.
Some tools just are not as intuitive as in Max (bend and hinge
immediately come to mind) while others like bevel will often create very
crooked edge loops without explanation. Sometimes I will try and bevel
and it will do several iterations of edge connect that will tank or
crash the program instead of doing a bevel. Additionally, I had to go
back into Max a couple of times because tools like bevel or edge connect
become insanely slow (a single change taking a minute) across a few
thousand edges whereas Max does it almost instantly.
Do not get me started on object history as it can cause some rank
glitches when rendering and constantly slows simple operations like
target weld thus it constantly needs to be cleared.
Constantly corrupted shelves.
Can never select what I want in a busy scene.
Plugins always turning off.
And weirdly, the software and objects love to break their data
connections so I will have to go into the various windows and reconnect
all sorts of data blocks that just will not stay put.
These glitches are consistent across multiple computers and complete reinstalls.
On the other hand:
I can add a hotkey to things I could not in 3DS Max speeding up
workflow in some areas. I almost never touch the shelves when modeling, a
habit from the hotkey beast that is Blender.
The cut tool is really intuitive, especially when adjusting the individual cut points.
Organic modeling feels weirdly natural.
Component orientation actually works unlike Max where I will select a
face and the gizmo will be pointed at a 45 degree angle to it instead of
its exact normals.
Some exclusive plugins are really handy (Circles).
The rigging tools just make sense, they just do!
And animating feels right.
In summery of my opinions: It is an animation tool with passable
modeling where just about anything can be done (not necessarily
intuitively) and plugins can (sometimes) fill in the gaps.
I have been learning it since September with the bulk of my efforts
starting in November with a series of Digital Tutors tutorials. Right
now I am less pulling my hair out than actually being productive. I am
productive in 3DS Max and Blender and used Lightwave in Highschool and
to be perfectly honest Maya was the hardest of them all to adjust to.
But, I am adjusting.
[/b]That was back in the middle of 2016. I am now very productive with the modeling tools and know where and what each of them are. But, and I will probably receive some cross-eyed looks for this, 3DS Max is still a much better (albeit slower) modeling program with Blender bridging the gap between speed and power.