4. Dividing heal life's power by 2
Heal life's power would be divided by 2, which is less than previously planned. It would be applied to PvP and PvE, since it's a general change we want to make. Even if we currently wish to preserve the possibility of making teams with very different levels, healing is currently too powerful and allows players with really low levels to heal higher level characters without any trouble. Moreover, it is possible to heal much more than the maximum HP a fighter can have, which is illogical. This way, high level healers would be more precious and useful than they currently are.
It has alwasy seemed overpowering to me as well svayvti. At level 219, and just using high ql 200 amps with a 97% boost in heal power and speed and using the dbl stanza action with two lvl 200 heal lifes, I can heal right at 5500 hp.....sorry can't remember the actual number. I could use two lvl 220 heals but there is no need to....plus i would have to find me some ql 220 amps lol. Although, with the proposed changes this will mean a little more strategy when rezzing someone.
5. Increasing heal stamina's and heal sap's power
Heal life is currently more powerful than the other energies heal, which are thus less used. To fix this, we would increase heal stamina's and heal sap's power to make them slightly more efficient than the revamped heal life. On the overall, it would slightly increase the power of a healer, but would give him more important choices to make, and force the other team members to pay more attention to the stanzas they use.
I agree with this fully. I always wondered why I could so many hp but not as much sap and stamina. Whilest the proposed changes would make a healer use more strategy in the combination of spells to be cast and when used, I like the fact that you are increasing heal stamina and heal sap's power.
9. Increasing double spell's casting time by 2 seconds
The casting time for double spell would be increased by 1.5 to 2 seconds, making its hit rate approximately the same as the one of the best two-handed weapons; it would still stay much more effective than a simple spell, but there would be more strategy involved in choosing when to cast it. We think that the magician is currently getting a too powerfull advantage when he acquires this brick; the simple spell is then a lot less useful. We think this change (with the others!) would restore some balance between warriors and magicians.
No problems here.
10. Increasing double spell points consumption by 20%
For the same reasons, the casting cost of the double spell would increase by 20%, forcing the magician to use more the other counterparts.
Whoooooooaaaaaaaaaa............I have a problem with this. A caster whatever magic skill tree he or she is using already burns through sap and hp like a hot knife through butter. A 5% to 10% increase I could see, but 20% is too drastic. Likewise, melee fighters burn through stam and/or hp like crazy. I would suggest lower the consumption rate for melee actions by 20% especially as far as stamina is concerned if you are considering adjusting consumption rates. I realize that increasing heal sap and heal stam power will help offset the consumption rates whilest in groups, but for individuals that trek and adventure solo or in groups of two, for ie an elementalists and a healer, this will really handicap them.
11. Increasing area of effect's power by about 2
We are aware Areas of Effect aren't effective enough; we would double their power.
Yay, bomb will be useful. I have it and never use it now. I always thought it was a bit underpowered.
As far as the other changes listed, I like them very much. As grimjim and others pointed out, there definitely needs to be much testing on this if it is decided to be implemented. If changes are made and it is really buggy, I would say you run the risk of loosing a fair number of players. I don't believe as others fear that the changes themselves would result in a mass exedous based on the responses I have read.