None of these changes are scheduled for now but instead starting points to gather some feedback. The thread may or may not be split if feedback largely focuses on one aspect.
Changes that increase the TTK to very slightly push it away from the current caster only meta without touching resist debuffs or introducing charge that itself would require counter and then counter counter etc:
1) Add RR5 abilities
This would see the current (excepting necro) live rr5s, most of which are defensive in nature. It'll either be the intended rr5 ability per class or a choice from the RR5s of other classes of the same archetype (war, hero, arms being able to pick one of the 3 etc.)
2) Increase the con hp multiplier as champion levels did, something between cl 10 and 15 could work
3) Add con and hp overcap + fill gems (ie +8 con cap and +8 con in one) that can be bought for feathers / bp and added to existing accessory items
4) Increase PD and AoM to 39% at tier 9
5) Decrease WP and MoP to 25% at tier 9 and maybe add +1% (or scaling and ending at ~15% at tier 9) per tier to the minimum crit damage %
Archery changes:
1) Given that current 52 comp bow spec represents 100%, add a custom multiplier that starts below 100% and scales up to ~115 or 125% based on base bow spec
2) Move volley to 45 or 50 archery, add 1 minute cooldown
3) Penetrating arrow: allow self bt penetration with reduced damage
Potentially a bad idea but potentially exactly what scouts would need:
Add some melee range ability to 50 bow spec with a 10min reuse that applies the static tempest effect on 1 target (3 sec stun + stun immunity reset), maybe restrict crit shot to never work against stunned targets to compensate.
Rework of the Repair / Durability System
There are a couple issues / missing features with the current repair / durability system and it practically has no impact whatsoever on anything:
1) Repair prices are based on the item price, in case of bp / feathers those prices count as copper resulting in those items being incredibly cheap to repair
2) Increased condition loss for too high items is practically meaningless as decay is only a couple times faster than it is on 50
3) Decay on 50 is too slow in general
4) Accessories don't decay at all
5) Focus is not affected by item condition
6) Item bonuses, including +skill, don't care about the item condition
To rectify the more pressing issues these changes are most likely:
1) Repair price will only take the item level into account and nothing else, not even item type
2) Add accessory decay
3) Add a feather / bp / gold way to repair durability
4) Item condition while above 90% will have no negative effect whatsoever but starting at <90% the 10% malus takes effect and it will also affect focus. This is meant to not "require" you to repair over and over again to be at peak efficiency but at the same time make repairs actually required
5) Reduce / disable bonuses once a certain condition is reached to make repairing required
Buff Shearing
If it is implemented it would be the same type of shears for all 3 realms, most likely the fast cast time and 1500 range with no damage variant. Due to the prevalence of self buffing, timed self buffs from items would then also be sheareable. If shears are added, conc spells would become uninterruptible.
Changes that increase the TTK to very slightly push it away from the current caster only meta without touching resist debuffs or introducing charge that itself would require counter and then counter counter etc:
1) Add RR5 abilities
This would see the current (excepting necro) live rr5s, most of which are defensive in nature. It'll either be the intended rr5 ability per class or a choice from the RR5s of other classes of the same archetype (war, hero, arms being able to pick one of the 3 etc.)
2) Increase the con hp multiplier as champion levels did, something between cl 10 and 15 could work
3) Add con and hp overcap + fill gems (ie +8 con cap and +8 con in one) that can be bought for feathers / bp and added to existing accessory items
4) Increase PD and AoM to 39% at tier 9
5) Decrease WP and MoP to 25% at tier 9 and maybe add +1% (or scaling and ending at ~15% at tier 9) per tier to the minimum crit damage %
Archery changes:
1) Given that current 52 comp bow spec represents 100%, add a custom multiplier that starts below 100% and scales up to ~115 or 125% based on base bow spec
2) Move volley to 45 or 50 archery, add 1 minute cooldown
3) Penetrating arrow: allow self bt penetration with reduced damage
Potentially a bad idea but potentially exactly what scouts would need:
Add some melee range ability to 50 bow spec with a 10min reuse that applies the static tempest effect on 1 target (3 sec stun + stun immunity reset), maybe restrict crit shot to never work against stunned targets to compensate.
Rework of the Repair / Durability System
There are a couple issues / missing features with the current repair / durability system and it practically has no impact whatsoever on anything:
1) Repair prices are based on the item price, in case of bp / feathers those prices count as copper resulting in those items being incredibly cheap to repair
2) Increased condition loss for too high items is practically meaningless as decay is only a couple times faster than it is on 50
3) Decay on 50 is too slow in general
4) Accessories don't decay at all
5) Focus is not affected by item condition
6) Item bonuses, including +skill, don't care about the item condition
To rectify the more pressing issues these changes are most likely:
1) Repair price will only take the item level into account and nothing else, not even item type
2) Add accessory decay
3) Add a feather / bp / gold way to repair durability
4) Item condition while above 90% will have no negative effect whatsoever but starting at <90% the 10% malus takes effect and it will also affect focus. This is meant to not "require" you to repair over and over again to be at peak efficiency but at the same time make repairs actually required
5) Reduce / disable bonuses once a certain condition is reached to make repairing required
Buff Shearing
If it is implemented it would be the same type of shears for all 3 realms, most likely the fast cast time and 1500 range with no damage variant. Due to the prevalence of self buffing, timed self buffs from items would then also be sheareable. If shears are added, conc spells would become uninterruptible.