1. AC/to-hit change:
http://forums.ddo.com/showthread.php?t=376703&page=6 (scroll down)
To-hit
Fighter past lives before: 5% more chance to-hit
Fighter past lives after: ~1% more chance to-hit
Grinding out gear/past lives or having a good build is fairly meaningless. 10 to-hit used to be a huge increase/decrease in DPS. Now, it is borderline meaningless.
Particularly for rogues, who now graze on a 2 (and get SA). A character with -5 to-hit (yes, minus 5) hits an epic boss 30% of the time?
A 40 to-hit melee vs 80AC boss USED to hit 5% of the time...now 55%?????
A 65 to hit melee vs 80AC boss USED to hit 30% of the time...now 70%??
A 80 to-hit melee vs 80AC boss USED to hit 95% of the time...now 80%?!?
So getting +15 to-hit used to give you +65% chance to hit (~200% more dps) now gives you +10% more (14% more dps)
If your character is good, they get punished. If your character is bad, they get rewarded
AC
Grinding out gear for 1 more AC before: as much as getting hit 1/2 as much
Grinding out gear for 1 more AC now: getting hit about 1-5% less.
An 80AC player vs 60 to-hit USED to get hit 5% of the time...now 44%.
An 80AC player vs 80 to-hit USED to get hit 95% of the time...now 57%.
Almost the same.
It is good that they are broadening the range of useful AC, but this is just rediculous.
2. Haunting
That extra 1 DC that you ground out completionist for is now meaningless
http://forums.ddo.com/showthread.php?t=377267&page=41 (scroll down to Mrwindupbird post)
It allows you to instakill 1/2 a mob more during the course of the quest. Assuming you aren't waiting after every encounter, which turbine seems to be encouraging. This doesn't push team play, it pushes waiting around for 2min every wail. The faster (better) your group is, the less that necro DC matters.
If your character is good, they get punished. If your character is bad, they get rewarded
Stop rewarding mediocrity and punishing those who enjoy building strong, well geared characters.