This is probably going to be long, replying to most of the suggestions:
- Return of the 36/40 player cap on most major raid content. The exceptions will be new 18/12/6 player zones akin to cmal.
This isn't my call, but I honestly don't care what the raid cap is. I much prefer a smaller cap though because of the reasons we've given. I can design encounters for pretty much any size raid so it's just a matter of that more than anything.
- Removal/reimbursement of the 1mil charmsthey are entirely out of line with EVERY other item in the game especially with RvR balancing and item effects cap trivialization
I agree to an extent here. The extremely expensive charms are a bit silly, borderline outrageous. But if they're removed, we have a ridiculous amount of plat sitting there on players with nothing to spend it on. We need good suggestions for moneysinks
other than charms to counter the suggestions of removing the top tier charm.
- Make all existing charms no drop.they are not cash sinks as the plat invested only changes form and it is not removed from the economy. They are more like home equity where the plat invested stays in the charm and can be resold to reach the next charm level.
I don't really have a problem with this.
- No longer allowing Duel clientage. 1 char per person.
Dual-clienting is a necessary evil. I don't hate or enjoy doing it, but I don't think removing it would help the situation at all.
- Life tapping weapon procs of significant damage.
Why? I'm not sure I see the reason for this.
- Overall sane balancing of itemization
Again, emphasise further on your suggestion here. I'm not sure exactly what you mean by this.
- Increased Raid zones with linear progression of a month to 2 months each.
This isn't exactly easy to do because there aren't many large zones left. The upper sections of Thazeran's Tower will be harder than the lower for sure, so it may take some time there.
- More axe’s to the item db.
Are you talking about axes as in the weapon type?
- Testing any changes before patching them/stop hotpatching exploits, start enforcing those who willingly choose to disobey.
Why do you want us to stop hotpatching exploits? We don't have the people to police the possible exploits if we leave the server up when they're found. Suggesting we don't fix something which causes at most a 5 minute downtime is silly. I wouldn't have a problem with testing stuff before patching it though, but again it's not something easily done right now.
- Recruit staff to fill testing/enforcement roles from broad spectrum of the community.
This would be a no-brainer if we started testing changes on a "test" server.
- Return of endless quiver and increase cap of Game arrows that work with this AA.
Not happening. Endless Quiver in its live form was a stupid talent. This offers the chance for a lot more variety of arrows.
- Removal of RANGEr 3x attack returning them once again to archery. making botting easier should not be enforced.
I agree here, I'd like to see archery more viable for a ranger than meleeing.
- Keep Ch removal changes and healing changes.
This is a no-brainer. I doubt you'd see CH ever come back. It's a terrible spell and makes the role of clerics really hard to change in raids. They're always expected to heal in CH rotations if it's available.
This is being done.
- Remove critical changes to paladins. Give them cleric group heals/raid heals at a much higher level to attain than clerics.
Why? I disagree that paladins should be a gimped cleric. 100%.
- Change bandage mastery AA to 3 levels of mitigation enhancement for warriors.
This isn't really possible unless we change the AA for everyone. I'd love to be wrong here though, but I don't see why warriors need help with mitigation.
- Main hand agro weapons spread throughout the itemization for warrior agro problems.
It's pretty unlikely you'll see mainhand aggro proc weapons, regardless of the tier they come from. From raids I've seen, warriors haven't had aggro problems at all other than on encounters/mobs designed to have loose aggro.
- Give rogues double backstab to return their dps levels to the wizard area.
Rogues are pretty damn close to wizards now after the attack power changes. I don't see them needing double backstab. Ponden was parsing at 600+ dps on some mobs in the earth wing in Thazeran's Tower.
- Change bard relic death save song to raid wide 80hp lifetap combat innate, does not stack with R:BoW.
Why? It doesn't really make any sense for bards to give a lifetap proc. If anything, this should be a necro suggestion(and isn't a bad one to give them raid utility).
- Removal of healing FD changes. Enforce no PL policy, see removal of DClienting.
In a perfect world this would happen. Like I said about the exploits, we don't have the staff to enforce it right now, and it's hard to build a staff of volunteers to do it.
- Change effect of tiger claw to 1-5% over stacking slow. Monks should not be
tanking at the level they are
This wouldn't do anything at all other than helping monks in the xp part of the game. We'd simply increase the slow mitigation on raid mobs.