...reduce mobs to-hit and stats in Epics.
I think that one intended or unintended side effect of U9's changes, at least on epics, is that damage mitigation, already very important if you didn't want the healers to drink any pots, became even more important because mobs will now live through a mass hold. Of course some people will just say that I'm not in a high dps party but that's not a true statement at all.
Taking away auto-crits increases the time to kill mobs by anywhere from 20% to 30% on average and it means that more people need to beat on one mob to kill it before the spell ends or it breaks free which leaves other mobs at full or mostly full strength when they are free. It's true that the caster could cast mass hold again but that's more mana being used. Plus we have higher saves to deal with so those mass holds/dancing balls/CC of your choice are possibly affecting few critters per cast.
Since mobs are staying alive longer, they are able to dish out a lot more damage since their stats are pumped up so high that no AC attainable in the game helps against even the lowest trash mobs in epic. There is no reason to have trash mobs able to hit a 80 AC or higher on a roll of 2. Yes it may be EPIC but it doesn't mean that every mob is epic.
Because the mobs are staying alive longer, the damage they are doing is much higher and the devs haven't balanced the quests with that thought in mind. Nor did they do the spell point cost/spell point effect balancing with this in mind. For instance, while I understand that Power Word Kill can be very powerful it still has to bypass SR which in Epics can be a problem. Because it's powerful they decided it needed a 5 minute cool down but that might be way to long. If it didn't have to bypass SR then it might be ok but fail and you've wasted SP, you have 5 minutes before you can try that spell again, and, more importantly to my current argument, you still have an angry mob that wants to beat on your party.
There's a few solutions to this issue:
1) Reduce the cost of all healing spells to account for the increased damage a party is taking. (PS - Why did most healing spells' costs go down except for the Heal spell?)
2) Reduce the number of mobs in epics quests. In some cases this could mean the removal of just one or two mobs throughout the whole quest and in some cases it could make a much bigger culling.
3) Reduce the stats (not saves) of all epic mobs. Not a lot but definitely some.
4) Increasing the vorpal threshold from 1000 to 2000 would certainly be a possibility but I'm not sold on the idea.
My question to everyone is this - Have you seen healing costs going up in epics since the U9 update? Maybe this is just a knee-jerk reaction to my limited playing time since U9 went live. I hope it is and that everything is actually fine but it definitely seems like all the changes at once have created something that the devs didn't really think through and may not have even intended.
What do you think?