I am against nerfs that simply reduce player damage
Or player defence.
Because traditionally it was not possible to nerf in Dungeons and Dragons, and because a large portion of Dungeons and Dragons audience is made up of theory crafters, and build makers.
I am against all nerfing. The following is a discussion of perception.
Sorcerers are ridiculous in DDO. Super powerful. More powerful than any batman build, rogarian, bardbarian, or battle cleric. And for a long time and some might argue that warlock is also overtuned.
The Sorcerer is more powerful than the batman build. That is a big deal! They nerfed the **** out of AC and changed to hit values and buffed monsters because of the batman build and builds like it. Think of the monkchers era a burst build with good sustained. Nerfed. Sorcerer is more powerful than the monkchers build.
So should we nerf sorcery? Should we change the game back? Back to a time when ESOS was king and blue bars meant death penalties to xp? I am generalizing for the sake of making the point.
We got rid of AC builds because melees where too powerful. We changed melee and ranged damage when players adjusted their melee build priorities and became "overpowered" again. Then. After finally relenting SSG began to make casters more powerful. BUT they forgot all the nerfs to melees.
Would it be fun to have those builds back? Of course! It makes me question the previous nerfs, and if they really hurt the game in the long run.
Would it be fun to add R20! You know what happens on R20? Only feat and enhancements matter gear doesn't apply. There's your challenge difficulty. Want more challenge? Death in R21 lowers your reaper exp and available points. You can't play in reaper until you redistribute them.
There are ways around nerfing, And increase challenge thing. And I would welcome any and all discussion on the topic.