You know, I and probably others wouldn't have such a hard time swallowing this change if along with these proposed changes was a complete rework of everything "broken" or at least everything needing to be fixed.
I would have absolutely zero issues with the combat changes if at the same time
AC was changed to mean something. I've mentioned this earlier in the thread, but my idea is having at level, melee being able to hit trash 90% of the time, red bosses 80% of the time, and purple raid bosses 70% of the time. While these numbers may not be realistic in DnD, we all know anything is possible in DDO.
For a full BAB class with say 32 str. 20 (bab) + 16 (str) + 5 (weapon) + 2 (GH) + 4 (bard song) = +47 to hit. So, say Trash's AC around 50, Red names around 52, and Raid Bosses around 54.
[edit] Similar can be done to monster vs Player AC to bring somewhat of a ballance. However monster should probably be hitting at a higher %, but still less then current. Maybe say when CR = Player Level Trash hits 70%, Red hits 80%, Raid Boss hits 90-100%[/edit]
[edit2]Wasn't thinking the last edit through very well. What I'm meaning is say CR 20 vs Player level 20. Assuming To hit is about the same (which it isn't and shouldn't be for all mobs), A player with 50 AC can expect to be hit 70% of the time by trash, say 80% by red, and 90-100% by Raid bosses. Obviously these numbers are silly, but without knowing 100% what a good mob To hit spread is for any given CR level, its hard to provide constructive Player AC examples. [/edit2]
Combine the AC change with Off Hand nerf and players will be hitting ALOT less making the server happy. To make the players happy Mob health can be scaled back accordingly.
Now to keep casters in check (sorry guys), while making them still more useful then haste bots in most instances, Make Spell Resistance effect ALL spells. Increase mob SR accordingly, and get rid of blanket immunities (including bosses, replace with reasonable resistance, or absorption %). This way if done similar to AC %'s a caster can hit a raid boss ~70% of the time, while some may QQ, this will still allow them to provide some DPS support.
This will make AC actually important, and make Spell Pen more important. While at the same time keeping things challenging at higher levels and keeping the server from wanting to committing Harakiri. Call it DDO v2.0 if you want to, but at least bundle it all up into 1 update so that everything is fixed at the same time rather then a little here, a little more 6 months done the road, and maybe eventually when we are back to pre EU subscription rates everything is where you (Turbine) want and combat works, players are happy, and servers are happy.