Area spells should damage everyone. Ive never heard of a firewall that people can walk through. I dont care who is casting it. Fire should burn without discrimination. Both MOBS and player allies should take the same damage. I dont care if people complain that it can be used to grief other players. The whole point about playing in a party is forming a bond of trust. Going into a dungeon is about everyone working together and using their skills to overcome any obstacles. Dangers should not be one sided for convenience sake. As well it will force more strategy into gameplay and better tactics between the people in the party. If not in normal mode, than this should be an effect that takes place when playing dungeons on elite.
Wilderness Maps should not revert to being unexplored once I leave the area. Its fun the first time to explore a map because its the first time. The second or third time around it is a waste of time, and the adventure is gone. Especially when the objective is complete and you've received your XP. The whole point to exploring a map is to keep what you have found on the mini map. The meager XP is pointless. I suggest all mini map data from wilderness maps be saved to our PC that way when the instance reloads, our map data reloads with it. That way we can keep the map, but the mobs will respawn. ALSO if you played any real time strategy games, the blackness is called UNEXPLORED map. It is not a fog of war. Fog of war is a shadow cast over an explored map that hides units, structures, and other things.
Other RACE types like Tiefling, Half Orc. Why are these not in the game?
Drow playing Paldines. Is that even possible? An evil paladin yes but not a lawful good one, who calls on good deities. Does anyone even know how the drow came into existence? It completely doesn't make sense. Drow shouldn't even be allowed to walk in the sunlight without taking some type of penalty.