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The following few lines are the late night experiences....
The high damage from monsters right now is bad, one monster isnt a problem but how often do you hunt and suddenly you get an add, this could be either a spawn or a roaming monster. We this happened a few times and wiped (unless we fled into the water) the whole group cause it ate a healer or two and there was noone to heal the tank who was busy with the current mob that was hitting for 600+. So what I suggest as a good way to balance this could be by making dodge work again, make heavy armor absorb alot more damage, not higher protection factor but the actual damage absorb so melees actually get to tank not much difference if you take 900 dmg from a dangerous clopper or you take 800..
Make melees capable of taking a beating and not die in 2 hits wether their naked or in q100 heavy. I know the high damage was made to make people group up more and to slow down the powerlevelling but as it is now, its alot of dp and chain ressing cause 1-3 hits means death, and noone enjoys that. I wouldnt mind if the xp on the mobs were lowered as long the damage would be as well, I would still enjoy being able to kill monsters and still get xp instead of dying to something that wont even give me xp as the current situation is. And the monster accuracy is incredible, a suckling yobo actually hit me on 80% of its attacks (lvl 159 as highest level)

After hours trying fear, rooting, sleeping different monsters and all we got was resists on those spells, even the spell level was 100 vs the monster that was lvl 92 (dangerous clopper), lvl 82 Gluttonus Capryni, lvl 87 dangerous ragus and getting resisting in more than 75% of the spells we realized that resists on monsters might need to be looked into else there will be melee, healer and ele mage and no off aff or def aff due to the ammount of resists they get.
As for foraging I wont go into this cause theres a patch (very needed one) under construction already.
Please just bring in some content soon

- Manon