Note to the devs: Everything below is a bunch of individual suggestions that do not depend on each other. Read through and just pick a couple easy ones. Every change I suggest is intended to make each class more fun and useful but not necessarily stronger. Doing one or two each update would be perfectly fine.
Alchemist:
- Apothecary Tier Five: Swap Dissolve with Mass Turn To Frog (30 second cooldown).
--> Mass Turn To Frog: Throw a BIGGER vial a GROUP of up to four enemies who must succeed on a Fortitude saving throw or be turned into frogs.
Ranger: Arcane Archer Tree:
- Core stances should not be exclusive with each other.
- Core 5 Shadow Arrows should grant ghost touch.It's in the name!
- Capstone should grant Wisdom and increase the elemental arrow damage dice to d12s. See Eldritch Knight Tree!
- Tier Four: Banishing Arrows and Smiting Arrows should both be entirely passive and non-exclusive with anything else. The fort bypass against constructs is good but not worth losing elemental arrows.
- Paralyzing Arrows: Should cause helplessness. The archer is giving up lots of elemental damage to get CC, at least let it be good CC.
- Arrow of Slaying: It should scale with ranged power.
EPIC FEAT: Allow rangers to take Improved Sneak Attack. -->Deepwoodstalker's rely on sneak attack damage a lot.
Monk: A class that uses their fists and the energy of the universe to break the game and drive developers and players alike INSANE with their simultaneous OPness and weakness. I don’t think this one needs to be fixed but I rarely play monks. I would like someone to explain how that class even works.
Sorcerer:
- Tier Five abilities should be Charisma-based not Constitution Based.
- Immunity bypass should be granted at level 12 because half the stuff in Giant Hold is immune to 1-2 elements.
Worelock: Meh…
I don’t know how to improve this one but it does need to be improved SPECIFICALLY IN EPIC. Someone suggest something...
Wizard:
- Add an Enchantment option to the Magus Epic Destiny specific dcs.
Druid: Everything else is about Druids. It is a versatile class that is a patchwork of different abilities drawn from other classes. It is rough to use because it is all over the place but that problem can be reduced in any number of ways...
Potential Melee Changes:
- Nature’s Warrior: Alpha Strike: Lower cooldown to six seconds. This gives wolves a better AOE damage option.
- Animal Form Required Spells: All of these should use tactics DCs, including Howl of Terror. People in wolf form are still in melee gear. Since spell power is so easily buffed in augments, I wouldn't worry about making Ice Breath use melee power.
Potential Casting Changes: Designed not to outright increase spell damage but make Druid casting easier to use and thus less unbalanced. This involves making it easier to specialize as either Summer Focused or Winter Focused as a druid.
- Make the SLA’s in the Season’s Herold Tree multi-selector with each tier having one option for a Summer Spell (mainly Fire, Force, Light) and an option for a Winter Spell (mainly Electric, Cold). Example: Tier one: Multi-selector: Produce Flame OR Creeping Cold.
- Core 4: Return to Nature: Finger of Death (Druid’s ONLY necromancy spell) now works on all non-boss and non-death warded targets. It now also uses the highest of transmutation or necromancy bonuses.
- Core 5: Multi-selector: Sunburst OR Storm of Vengeance.
- Capstone: Mass Frog SLA: Does not share a cooldown with any other source of Mass Frog. Cooldown: 2 minutes.
Druid Spells to Fix:
- Ice Storm: Change the bludgeoning damage to cold damage. Bludgeoning is force damage which is a SUMMER attribute on a WINTER spell.
- Ice Flowers: Change the pierce damage to cold damage. Same problem as above.
- Storm of Vengeance: As a level nine AOE spell with a long cooldown, it should target more than one opponent at a time. Even if the duration is long, nothing except a boss will be standing inside of it for more than ten seconds so it needs to be hitting everything at once to be competitive with Sunburst.
In addition, Summer Druids have stronger healing, thus Winter Druids need slightly (~10%) stronger damage.
If anyone has anything to add, I'm all ears!