Distribution of stats

Strength should provide a signigicant boost to health points. It has been said many times, but the reality is that the only reason to invest points into strength is to allow for the use of strength base d equipment. Players should have a reason to invest points into Strength. Our belief is that Strength should provide a significant boost to a player's Hit Points. The idea here, combined with a reversion of the pvp system which would remove any artificial alterations to pvp damage, is to have players with high strength have high survivability. The amount will have to be adjusted, but we think that 1 point of strength should give 4-7 health points. If a ursan were to have 112 strength for instance, and strength gave 5 HP per point, then the ursan would have 860 HP (with the base HP included). Again, keep in mind, players would be again doing the same level of damage they were doing before the developers change the pvp damage system. Dexterity builds should continue to do a higher of damage than other builds, but dexterity should provide the same amount of stat boosts to all classes. Avians should not gain more from dexterity. Intelligence in this new system, would also provide a boost to spell damage enchantment to magical skills. This would include all elven abilities, as well as such abilities as avian roots or restore for ursans and avians. This will give players a more of a reason to spec intelligence, and a larger benefit from it. What this would create is longer pvp battles in multiple ways, and at the same time give players a reason to spec their classes with a combination of statistics points. Statstics will do more than define what a player can wear, they will in their own way define the their character.

Armor

Once the above changes are implemented, the armor system should be altered. The difference in armor ratings of the classes is minimal. As an example, its not the armor rating of a ursan that will really help the ursan survive longer than an elf with an off hand. Instead iron-blood is what helps the ursan the most. The difference in mitigation should be greater between armor types. There also exists a problem with players buffing their armor to the point where too much damage is mitigated. A player should rarely if never do 0-5 damage to an opponent. The numbers and percentages on damage mitigation need to be completely reworked.

PVE AND PVP MUST HAVE THE SAME COMBAT SYSTEM

Friends joining passworded games

Friends should not be allowed to join your game just because they are on your friends list, you basically debuffed the "Invite" button when you allowed this to happen. You made an invite button for a reason. Player's only allowed to join game if you do one of two things. 1. Get Invited via "Invite" button 2. Have the password to the game and correctly enter it. This would solve the issue with games being joined randomly by people on your friends list that you have no intention of farming or grouping with. Also, when players join and then it is the leader of the group's responsibility to either remove him so that room can be made to invite someone wanted or send him a message telling him to leave. Also, in PvP format which had already been discussed, if a guild or group is trying to work on builds or practice something they are unable to with the constant harassment of joining players who want to see whats going on. What is the point in a passworded game if everyone on ones friends list does not need a password to join, including all of your groups friends list.

Currency

There also needs to be a baseline for currency which will be pronounced when the Broker/Auction House are introduced, however we would like to see a few features noted. We would like for you to be able to purchase with gold a LARGE amount of slots to sell items. We would like these items to stay on the broker as long as the player chooses to leave them there and also for them to be able to be sold when the player is offline. In other games that I have played a 10% broker fee is applied, and I feel that it is a fair price, all things considered.

Trading Optimization

- To reduce the hassle of initiating a trade with someone in a populated town, we should be given like a pop-up box to accept or decline the trade. The current system is a hassle since we have to find out who initiated the trade with us, try to find then, and tap them, switch to trade tab in order to accept the trade. Another idea is that we can simply just tap the message ("Sally wants to trade with you") to go straight to the trade screen.

- There should be more precaution steps before processing a trade. Sometimes users may accidentally hit the trade box while scrolling up and down the item display list. A pop-up box to confirm the trade would be beneficial.

PvE bosses are still farmable

PvE bosses are supposed to be hard enough that it requires a group of 4 or 5 to kill. Bosses should not be able to be farmed in less than 3 minutes per round. You should never be able to train the entire zone while killing all the bosses and not die. The regular mobs and bosses all need a HUGE buff. A group of 5 should barely be able to kill more than 3 regular mobs at a time, let alone train an entire zone. Boss fights should be much much harder, a healer should have to work to keep the tank alive, and if any adds pop up, the group should have to run or really buckle down. This is how the game would be able to keep replayability. As it is now, honestly, I get so bored running behind 4 of my guild members and just throwing down some heals and occasionally using Lightning storm. It bores me to death that I can watch tv, carry on a conversation with someone on the phone and farm bosses like this. Please make them MUCH harder.