Agreed. Reaper was a lazy bandaid to a much more intractable problem, powercreep and legacy characters. Usually alts are the solution to this problem but I guess that's not attractive in ddo?Agreed. Also reduce ranged DPS. This was the way it was early in DDO's history, which made it a fairly basic hack-n-slash but at least far better than what exists today.
Ignoring the much larger picture of what a D&D game should involve, making dungeons better for new players and old involves keeping them difficult to complete while maintaining the ease of avoiding death. Mobs do not need to be ultra deadly in every single encounter, and whether to bypass an encounter completely should be a consequential decision in a dungeon. There are at least 3 things I would add as notations to the discussions of this thread:
1) The name of the game is Dungeons & Dragons, not Reapers & Reincarnations. Nothing the developers decide in the way of design should be based on a mode of the game that is crudely scaling damage in both directions, saves and DCs up, healing down, and bestowing enhancement points that don't apply to other modes of the game. Reaper mode needs to go away completely for this game to deliver on group play. If they want, they can bring some of the decent design points of reaper mode into the standard game modes.
2) The problem with a small playerbase and a wide level range is identical to the problem of power creep in general. You wind up with design constraints that are too diverse and don't allow dungeons to be designed for new players and veterans. The level cap needed to be lowered, not raised, and power creep needs to be scaled down by an absurd amount. They will lose much of the ~5% to 10% of players who remain playing, but I really don't see that as much of a problem.
3) The original problem of DDO remains: what do players do when their character is "completed?" For most D&D campaigns, characters are retired and you start an entirely new campaign with new characters. They have been introducing content as if this was the strategy, but that is basically not how anyone plays. I could go into the politics and diplomacy aspect of what a single campaign could entail, but that is not going to happen with this development team. They need to rethink how "starting over" works in this game, and they need to make it better synchronized so that static groups can "start over" together. Part of the balance of the table top game is just being stuck with the classes of characters you rolled from the beginning.