#1 - I can see a reasonable reason for this. Iād go further and ask to be allowed to move things around like SWTOR. Where there are no mods but you can have a completley different feeling UI depending on preference.
#2 - I agree with settings to lower the density but not the ability to turn them off. So much of this gameās combat is telegraphed through the particle effects. Such as you mention sacred ground. You need to see this to know your enemy is being healed dont fight in their sacred ground but to know that they need to be different colors. It would be nice to have this be a preference we set but Iād just accept some standardization.
#3 - The largest issues with Orichalcum are that itās resource cycle is different from the other Tier 5 materials. They all have a common 50-10-10 daily cooldown. But many professions have multiple avenues to level. For example Armorsmith can go the fiber vs metal route. Arcana can go the magic weapons vs the consumable route. But weaponsmith its all metal and both armorsmith and weaponsmith are heavily metal based. There arenāt an equitable number of orichalcum nodes in the world to the others when you factor in usage. Then there also is the matter of the missing accumulation set for smelting. A full accumulation set on weaving and/or tanning is very significant in producing enough end product T5 materials to level crafting. Lastly, Armorsmithing has the guaranteed 600 BOE luck armor thatās rediculously popular and uses 520 orichalcum ingots per set. Add in that orichalcum is the only T5 resources with anything resembling Void Ore and you have a recipe for the situation we are in. In my opinion introducing the smelting set needs to be a priority 1 issue. After that determine how that effects the amount of ingots in the economy and from there consider increasing spawn locations for the ores themselves.
#4 - I would love to see this implemented. I would be okay with balancing it so that rerolled perks were weaker and weaker. By this I mean each time you reroll a specific perk whatever you get the effectivness is 100 GS lower than the previous. So I might start with a 600 GS luck perkā¦reroll that get a 500 GS harvesting perk⦠reroll that and get a 400 GS ability perk and keep that. So the weapon would still be 600 but iād have 2 original perks at full effect and the third i rerolled at lower qualilty. Bonus points if the converters have an affinity perks that make sense with the attributes of the item.
#5 - this but universally for any crowd control style effect. 1-2 effects every 5 seconds is more than reasonable. You get hit by spammed stagger it shouldnāt continue to stagger you.
#6 - this is fine how it is. I donāt have bleeds and havenāt noticed this to be an issue. Some status effects are just longer you have to be aware of and have ways to address them.
#7 - yes to extra slots - disagree on changing how coatings work. Their cheap to make and being able to have a different coating on the two weapons you have equipped is extremely nice unless they want to allow us to stack them and use multiple coatings at once.
#8 - bag organization is needed badly. Let us ātagā items so that they can be grouped and easily recognized (colored corners based on tags).
#9 - totally for gear sets. Not only should you not be able to do the swap in combat - you shouldnāt be able to use it at all if you are pvp flagged. No quick insta swapping from harvesting gear to combat gear because you saw someone coming and wasnāt put in combat.
#10 - generally speaking the luck system has been explained pretty well but I think the issue is that in some cases the system is still bugged or not workign as intended and that causes some headache. Just look at how the rarer materials were super rare pre 1.2 versus after their āluck fixā.
#11 - agreed.
#12 - I would suggest that there be an enemy nameplate that shows in a fixed position on the screen which clearly shows buffs debuffs and health and it can just show the nameplate for the current enemy at your cursor. This should solve 90% of the issues.
#13 - Weapon swap should force a dump of all abilities and actions in whatever combat que they use and immediatley swap weapons. Except when a combat animation is already in progress and in that case the swap should occur fluidly as soon as the animation ends.
#14 - removing durability in 1.3 from non bound items is big but Iād like to see durability on bound items in your bags reduced by half of whatever it is now. As a tank who optimizes weapons and armor I carry three to four sets of gear and its extremely expensive to die because of that.
#15 - I disagree. Quest items are items. Need to plan and prioritize inventory capacity. If you want to run around with 50 quests with items there should be some cost o doing so.
#16 - yes please.
#17 - This already exists you can see your recipes in your tradeskill screen. Itās just not easy to search and sort the recipes.
#18 - shrugg I have a low end system and it runs fine for me.
#19 - Agree.
#20 - I like this idea and its original. Fits in with the UI theme of click context menus.
#21 - In my perfect world the territory owners would no earn any cash reward for controlling a territory but instead would earn company-wide benefits that make ownership highly coveted none the less. Examples might include: free fast travel to company owned territories, % accumulation bonus when refining reagents in owned territories, extra sales slots in owned territories, 50% reduction in all taxes within owned territory, etc. Then Iād introduce a plethora of various benefits that the territory can implement similar to twon buffs now. Except I wouldnāt make these part of the town board system. They would simply be straight cash purchases from the tax income. They might mimic muted options simliar to the guild perks for controlling the territory but a broader range of buffs. THen any money not spent each cycle gets divided between all the residents of the town itself.

