Proposed Gear Changes
Issues: no mp regen
This is a no brainer to fix, add mp regen (2 per peice and reduce crit, a tank doesnt need crit anyways). This would leave a full geared rift tank with 8 mana regen in best gear.
Cosmos gear -
Issues: too low survivability
Here's a crazy idea that only void wearers would disagree with, make it the same def as void!! This would allow both dps/Debuff classes to remain on par, the fact that this isn't so already is mind boggling... There is really no reason why this isn't so at current.
Void gear -
Proposed Stat Changes
Firstly it seems like the presence of only three stats is a huge mistake. There should be either a "vitality" or "constitution" stat that would provide the bonuses to tanking. This would allow people to branch out and select to be either a true tank or a damage dealing melée. This would also serve the purpose of helping to bring in a class system that is pretty much necessary for future advancement of content in the game.
This stat should be the one that increases armor and health. This would require this stat as the survivability basis for the game. Forcing tanks to allocate their points here would allow for real tanks to be necceary for later areas of the game.
Each point of constitution/vitality should add 5 health and 1 armor and 1 block. I realize currently that this could result in a stupid amount of mitigation at current levels however the current system makes it extremely difficult to ramp up mobs and especially bosses as new content Is released. I will address this issue later in the post and it will make sense.
Strength should increase melée attack damage, similar to how dex does for all weapons currently. This helps open up the realm of a their/assassin type bird style and adds the possibility of future advances in this direction. Also it allows for ursan players to be able to choose between a tank or a damage dealing role. This helps with customizability for all character types, even paladins now that I think about it as well.
This stat should nearly remain as is and will parallel the type of idea above regarding the strength stat, except be for ranged weapons such as bows/Xbows/talons.
This stat should be the bread and butter for mages. Increasing normal attack marginally compared to strength and dexterity, however should provide ankles significant increase to skill damag than it currently does. This falls in line with the changes I will propose to skills later in he post as well.
Secondary stat changes-
Health - health MUST increase with level as well as based on the proposed new stat of constitution/vitality
Armor- the idea that 1 armor reduces roughly 1 damage is silly. Armor should, depending on characters level, reduce a percentage of an incoming attack. This would allow for better ramping up of content as mobs could do less damage to tanks and more to the dps classes. With increased health pools as described above, the increased damage balances out so that birds and elves can withstand a few more hits before dying making it much less of a hope you don't get crit situation like it is now.
Dodge - this stat I beleive is already percentage based and therefore should be reduced to keep in line with the new changes otherwise birds will be eventually sitting at 100% dodge in the not so distant future.
Block - new secondary stat based on he equipping of a shield: wither this change should be added for all "shield type" equips (eyes/wings included) and provide a new skill to increase block for bears, or have only constitution/vitality shields give this new tank-oriented secondary stat. This would add in another mitigation of damage aspect for tanks allowing bosses and mobs to be increasingly more difficult and encourage greater team play.
Proposed Skill Changes
Ursan - get rid of the useless first skill in the tree (forgot it's name cuz it's useless) and add in a block type increasing passive/active skill. Also taunt MUST be made 100% effective to ensure simplicity of aggro like this game requires as it is never going to be anything more than a touch game.
Birds- give them an aggro dropping skill, or add this inherently into one of their present skills.
Elves- same idea as above with the aggro dropping skill.
Also all skills should be percentage based instead of a static damage increase/decrease, to allow for new content to be met with increasingly more beneficial skills.
Anyways I'll add more later feel free to rant/ give suggestions I just thought this all up whilst I couldn't fall asleep and decided to mash it out quick. Hope it makes sense as I typed it all on my iPhone hahah (I know I'm crazy!!)
Also if something is unclear or needs elaboration to make it a valid idea please tell me and I'll fix it up!
Oh and if I copied someone elses idea I didn't see your post just msg me and i can give u credit where it's due, just wanting to benefit the PL community haha, not Tryin to step on anyones toes hehe
MORE TO BE ADDED LATER