So, as you all know, there are so many heroic feats that need to be either chucked, changed, or even new ones added. Thus, I'm giving it a shot to see what we can do with them. I'm just going down the list on the wiki and devising a simple, easy-to-implement fix that would make the dozens of feats we have equally useful, and maybe even make you say 'hey I want that feat' instead of 'why would anyone want that feat'. For time's sake, I won't be copy/pasting every single feat, only the changes I would make.
***Yes, I know a select few epic feats are made obsolete by these feats, but those can easily be formatted to the changes.***
FEATS THAT NEED NO CHANGES
Attack
Sneak
Trip
Sunder
Heroic Durability / Improved Heroic Durability
Magical Training
Stunning Blow
Manyshot
Ten Thousand Stars
Dodge
Spring Attack / Shot On The Run
Improved Critical
Toughness
Shield Mastery / Improved Shield Mastery / Improved Shield Bash
Single Weapon Fighting feats (see weapon styles)
Two Weapon Fighting feats (see weapon styles)
Two Handed Fighting feats (see weapon styles)
Oversized Two Weapon Fighting
Weapon Focus feats
Bow Strength
Brutal Throw
Zen Archery
Augment Summoning
Force of Personality
Insightful Reflexes
SPECIAL ATTACKS
Cleave - Change this to a complete 360 degree arc, like great cleave. Paladin has a blatant broken version of this, so either fix the paladin's cleave or change this one to match.
Great Cleave - Increase the damage to +3[w].
Hamstring - Add +1[w]. Passive +2 melee power.
Improved Feint - Remove. See 'stances' section.
Improved Sunder - Add +1[w] and change the penalty to -8 AC and -20% fortification. Passive +2 melee power.
Improved Trip - Add +1[w] and add a -6 penalty to balance debuff on the target, regardless if the save is made or not. Passive +2 melee power.
Sap - Add +1[w]. Change the daze effect to have a 10% chance to break upon taking damage, instead of always breaking. Passive +2 melee power.
Slicing Blow - Add +1[w] and reduce the cooldown to 8 seconds. Allow the bleeding effect to stack 3 times and scale with 200% melee power like all other bleed effects. Passive +2 melee power.
Whirlwind Attack - First, we can begin by fixing it to work with all weapons. It's currently horrifically broken for unarmed builds (it hits like 3-4 times), so to make it fair, this attack should be able to utilize doublestrike, to hit several times. I would also remove combat expertise from the requirements.
STANCES
Combat Expertise - Change this to add +15% AC and +10 PRR. Keep the attack, rage, and spell cooldown penalties.
Precise Shot - Passive +2 ranged power.
Improved Precise Shot - Passive +2 ranged power.
Precision - I'm unsure on this one. On one hand, it gives an option for those who don't use power attack and have a more finesse-like build (like swashbucklers and assassins). On the other hand, it's pretty much useless against 60% of mobs in the game because they don't have fortification.
Power Attack - Outdated for epic characters. Change this to increase the damage bonus to +1 per 3 character levels and attack penalty to -1 per 4 character levels for a total of +10 damage and -7 attack.
Resilience - Change the bonus to +1 saves for every 3 character levels, for a total of +10 at level 30. Reduce the penalty to spell cooldowns to 2x instead of 3x.
Combat Casting - Instead of a redundant and almost useless skill boost, this should be a +1 bonus to the concentration skill per character level and changed to be a stance. This brings up the problem of monk builds, but monk builds will almost always utilize power attack or precision over this. This would benefit monk builds like henshin mystic (once it gets fixed) and defense-conscious spellcasters. Penalty? Most casters are short on feats, anyway, but I'd just give this a 0.5x cooldown penalty to spells.
Mobile Spellcasting - Fix this so that it applies speed/striding effects and add a passive +1% spell critical chance.
PASSIVE & MARTIAL FEATS
Diehard - Boring. Change to passively add +50 extended HP range while unconscious.
Mobility - Change the AC bonus while tumbling to +10. We should encourage active defensive benefits like tumbling in DDO.
Power Critical - Lackluster. Change to add +4 instead of +2 to critical hit damage/confirmation. Passive +2 ranged and melee power.
Weapon Finesse - Add a passive +2% dodge.
Extra Turning - Increases the total to +6 instead of +4.
Improved Turning - Change to increase the bonus to +3 caster levels instead of +1. If you're going to put the effort into turning undead, it had better be worth a feat.
Quick Draw - In addition to the thrown weapons attack speed bonus, change this feat to completely remove the penalty cooldown for changing any and all equipment. In other words, with this feat, you no longer require several seconds to put on light/medium/heavy armor, as it happens instantly as with outfits and robes.
Point Blank Shot - Add a passive +1 ranged power.
Rapid Reload - Add a passive +1 ranged power.
Rapid Shot - Add a passive +1 ranged power.
Shuriken Expertise - Add a passive +1 ranged power.
**Ranged power increases only being +1 are due to these feats pretty much being a 'must have' for ranged builds. It's not a style choice, like the weapon style feats, it's a necessity for any ranged build.**
WEAPON STYLES
Shield Deflection - Add a +20 bonus to damage reduction while blocking in addition to the elemental absorption.
Two-Weapon Defense - Combined with Two-Weapon Blocking. Changed bonus to damage reduction while blocking to +10 along with the +1 AC and +5 PRR.
*NEW: Two-Handed Defense - Adds a +15 bonus to damage reduction while blocking in addition to +1 AC and +5 PRR.
*NEW: Single-Weapon Defense - Adds a +5% bonus to dodge and maximum dodge while blocking in addition to +1 AC and +5 PRR.
MAGIC-RELATED FEATS
Mental Toughness - Extended into epic levels to increase total spell points by +150.
Improved Mental Toughness - Extend into epic levels to increase total spell points by +150 for a total of +300 with mental toughness.
Spell Focus - Add a passive +25 maximum spell points bonus each time you take a spell focus feat.
METAMAGIC FEATS
Empower - Reduce additional cost from 15 to 10. Add a passive +25 maximum spell points.
Maximize - Reduce additional cost from 25 to 18. Add a passive +25 maximum spell points.
Empower Healing - Add a passive +25 maximum spell points.
Extend - Add a passive +25 maximum spell points.
Enlarge - Add a passive +25 maximum spell points.
Eschew Materials - Add a passive +25 maximum spell points.
Heighten - Reduce additional cost from 5 per caster level to 3. Add a passive +25 maximum spell points.
Quicken - Add a passive +25 maximum spell points.
SKILL BONUS FEATS
Skill Focus - Removed.
Acrobatic - Increase bonus from +2 to +5 to tumble and jump. Add a passive +3% dodge and maximum dodge.
Alertness - Increase bonus from +2 to +5 to listen and spot. Add a passive +5 to all attack rolls.
Athletic - Increase bonus from +2 to +5 to balance and swim. Also gives you the ability to breathe while underwater and gives you underwater evasion.
Negotiator - Increase bonus from +2 to +5 to diplomacy, bluff, and intimidate. Passively reduce cooldown of all social skills by 15%.
Nimble Fingers - Increase bonus from +2 to +5 to disable device, search, and open locks. You now search, disable traps, open locks 15% faster.
Self Sufficient - Increase bonus from +2 to +5 to heal and repair. Passively adds +15% healing, negative, and repair amplification.
Stealthy - Increase bonus from +2 to +5 to hide and move silently. Passively increases your movement speed while stealthed by 10%.
*NEW: Performer - +5 to haggle and perform. You gain 2 additional bard songs per rest if you have the Inspire Courage feat.
*NEW: Spellcaster - +5 to spellcraft and concentration. Passively adds +3 to saves versus all spells.
*NEW: Arcanist - +5 to use magic device. You can cast scrolls and use wands as if you had +3 levels in the spell's caster class.
SAVES BONUS FEATS
Bullheaded - Removed, added to skills feats.
Discipline - Removed, added to skills feats.
Great Fortitude - Changed bonus from +2 to +4 to fortitude. You also gain +5 PRR.
Iron Will - Changed bonus from +2 to +4 willpower. You also gain +5 MRR.
Lightning Reflexes - Changed bonus from +2 to +4 reflexes. You also gain +2% dodge.
Luck of Heroes - Changed bonus from +1 to +2 to all saves.
Resist Poison and Disease - Combined 'resist poison' and 'snake blood' to give +4 bonus to saves against poisons and diseases. You also do not automatically fail a poison or disease save on a 1.