Ranged Weapons Nerf
Ideas:
Increase SSI Cap (1.50)
Not necessary. The best suit I've ever seen in the game was a 181 stam suit, and 211 comes with some big trade-offs (less space for weapon mods that inc damage).
Lessen Damage Inc Cap (This could be global for all weapons, not just ranged)
Lessen Hit spells % (Could be based off your SSI just like Mana Leech and such)
This will nerf Archers so hard they won't be able to kill anyone 1v1.
Pure Mage Nerf
Ideas:
Add skills to "Focus Mage" that breaks the SDI change (Alchemy, Parry, etc)
Lessen SDI increase from Focus
Make it so only wrestling gets parrying bonus (Or perhaps only a weapon skill) or add other requirements (HCI or a new property)
*One of my favorites* Make shields disarmable again
Focus mages are the only ones that can survive well in group plays these days as well as do damage. Nerfing them would be a bad idea. I understand your big picture- you want to nerf archers at the same time, but nerfing them isn't the solution, the solution is to make other temps more viable. If you decrease caps on things, players will just invest their stats elsewhere, the same way disarm archers added alchemy and/or bushido when the disarm mastery came out.
Exceptional item weights for imbuing should be increased:
With power creep, most of these items are irrelevant except for filler pieces. With legendary artifacts, you might have 1 or 2 imbued pieces (A ring perhaps, or 1 piece of armor) to compliment your suit. That is it. Increase the weights of everything at least by 100 if not more. This should be done ASAP because it hurts nothing at all in game.
This is an interesting idea. I personally was a fan of imbuing, but I could understand why they wanted to add better looted gear, and bring back runic kits. Maybe imbuing and reforging should get minor buffs to make them relevant again.
Let DCI be overcapped again:
A lot of mage weapon using templates will open back up with this change
This would make mage weapon chars somewhat more viable, but it would also nerf archers when fighting parry characters. All this does is buff all mages and comparatively nerf dexxers/archers.
Let specials stay procced even when spells are casted:
This will also open up several spell casting templates with dexxer variants
Myself and many others have been suggesting this for a long time. The developers just seem to ignore it.
Let dexxers hit from 2 tiles away:
This one is tricky, because it can change a lot of balance in PVM, but PVP wise, will really make dexxers a little strong. Balance may be needed with specials and this change, however.
Terrible idea. Not only is it conceptually ridiculous, but some players play on EC and will already hit a CC from two tiles away. That's right, EC updates one tile sooner than CC, so when people like Sibble are hitting you from two tiles away, it's because they're playing on EC. If your suggestion was accepted, Sibble would hit you from 3 tiles away, probably while still crying that UOS is unfair.
Nerf Alchemy:
Everyone is using it. Either cap it at 50%, or make it so it doesn't stack with EP and just get the 50% bonus with GM. Every 2 points of alchemy gives you 1% EP.
Change the double conflag pot. With clever usage of macros, a double conflag is viable. This makes for something a bit game breaking when mixed with 80% ep and multi pot throwers.
Supernovas should surely be looked at as well. Doing anywhere from 15-35 with 80% EP and a cursed target (Or Omened) this is a lot of damage for an AOE potion that can never miss. Perhaps a flat damage that isn't based on a resist? Or capped damage it can do (20 damage for instance)
Alchemy does not need a nerf. The only people that think it is OP are people that have never used it. Some people will respond to this by saying that they use alchemy, but no. They don't REALLY use alchemy. Double conflag is not OP, you just need to stay out of them, which isn't hard if you watch your positioning. It's like not fighting your opponent while they have the higher ground in war. Also, supernovas are not OP either. Alchemy is 100 skill, and you can trade that on any template for another 100 skill points that is just about equal in usefulness.
@Bleak I've started to give up with writing out well thought out processes, because there are generally ignored by the DEVs and pushed aside. I hope with your asking of thoughts from the public, you actually intend to take some of the great ideas presented by people and use them. We look forward to your hard work and implementation of these things. We are very passionate about your product, please show us the same in return.[/QUOTE]
Well, thanks for your input. I disagreed with much, but it's good to have ideas none the less.