Thanks for the response, D. If you have the time I wouldn't mind my shot at just making a brief case for two elements you noticed.
Dulrik wrote:
Fix "exploits": Ethereal dispel, AoN - MAYBE.
Exploits is a fitting term here, in my opinion. Any tactic that is very effective yet cannot be countered or prevented by its target (with anything but the most extreme of tactics) is hurtful to the game. I currently only feel that ethereal dispel and AoN fit into this arena. As for ethereal dispel from an MR sorcerer, there is literally nothing that 11 out of the 13 classes in the game that can do anything to prevent it, and the two remaining classes (bard and sorc) also don't have a lot that can truly endanger the ethereal MR sorcerer. There is a player who has made it his mission to never engage in combat that doesn't consist of him sitting ethereal as an MR Fist sorcerer and either spam casting dispel on his enemies with impunity or luring aggro NPCs to his enemies, both of which are very effective tactics. The thought of PvP with this person either on my side or on the opposing side makes me sick from a gameplay standpoint. I don't find a lot of enjoyment out of poking fish in a barrel with a stick.
For Aura of Negation, the mechanic itself is neat as a concept, but in practice being able to dispel 100% of an opponents buffs with a success rate that's anywhere near appreciable is extremely powerful. The difference between possessing on one hand possessing sanctuary, spirit aura, shield, armor, haste and giant strength, and on the other hand having no buffs and incurring fatigue to STR and DEX is the difference between being able to potentially endlessly tank damage if you have enough healing, and being one-rounded. It's like night and day. Aura of negation would be much more thematically suited, as well as balanced, if it worked like spirit aura in that it targeted everyone hitting the MR barb(like spirit horde), and only removed up to 1-2 buffs from each attacker when activated as opposed to having the potential to dispel the entire set of buffs from the target.
Dulrik wrote:
Update existing armor for new enchant system - SURE
I would really prefer to go another step further. Ever since the enchant changes, innate enchantments on armor have become obscenely sought after because they're so powerful. Personally, I think that priests and sorcs should be able to put willpower enchants on armor, and they should stack like the innate enchantments do. That's just me though.
Along the same lines, I'm also still just not a fan of the most exotic weaponry in the game (That which deals half or full magic damage) dealing half to zero damage to MR barbs. It really is an insult to the players who are willing to dedicate the time to gather up those weapons. You're better off with an enchanted weapon from a main city store than with any of the weapons from the entire Nightmares Temple, which is one of the two most difficult and time-consuming places to go. I feel a lot of the people who would like to make end-game content more enjoyable: You're actually -punished- for going to those places instead of rewarded, because the weapons that come from these areas almost always include a magical attack or material if not both, and the armor generally doesn't come with innate saves, which is again, extremely coveted due to the inability to place your own saves on armor now.