Constant nerfs have a proven track record of not working and effects everything in the game. Honestly, if we keep on this track I can really see them hardcapping damage on every weapon, special and spell in PvP.
You consider the change to spec-toggling while casting spells (Publish 46) a nerf?'
I consider it more of a Restriction. they can easily be thought of as the same thing though.
Tactics for specials = restriction - the only templates that didn't get hurt by this were the ones that didn't use a weapon skill in the first place. (pure-mages or mage-weapon users)
Spec-toggle while casting/holding spells = Restriction - any template that casts ANY form of spell can no longer keep a special toggle.
Instead of addressing the real problems, they look at one common factor and "fix" (break) it and it absolutely KILLS the variety and viability templates.
Holyfist capped at 35 damage = nerf Chivalry is still useful.
AI capped at 35 damage = nerf AI is still useful.
Weapon skill without Tactics? Not useful ... unless it's wrestling.
Sure it's a nerf but it didn't fix what the problems were. but hey, they fixed the problems with the same publish and even some more afterwords.
Always going to be against those restrictions/nerfs whatever you want to call em that effected more than just what the specific problem was.
Like your Deathstrike suggestion here for example:
2) revert tying deathstrike to hiding and stealth. Hardcap the damage if you must but this will make Ultima flow with new and exciting ninjas.
I don't agree with it completely, but it wouldn't be so bad, because the problem with it before was the fact it did the same damn thing for Ranged weapons as it did for melee. That's what the problem was, which was a specific problem that was fixed (i believe in the same publish actually....)
Pure Melee Dexers should be viable.
Pure Mages should be viable.
Pure Archers/Throwers should be viable.
Hybrid melee Dexers should be viable.
Hybrid Mages should be viable.
Hybrid Archers/Throwers should be viable.