In the recent Discord meeting that a lot of us were part of, it was mostly agreed that combat is not in a good spot right now. It'd be nice to get some news from BPG regarding this matter (are you considering rolling back combat? patching it up? is it being discussed at all?). Why I believe this is an important aspect to look into: Combat is (was?) the strongest feature in the game. Very few people would say that it was perfect, but it was pretty damn good. It's what kept a lot of us coming back. Some may argue that there are more urgent things to deal with (NPE, content, you name it). We need those things, and the game can't survive on just the old hardcore playerbase; that's a fact we are all aware of. However, it's hard enough to retain population in a game of this nature as it is, and the current state of combat has drove some very hardcore fans away, and is frankly reducing motivation to log in for some of us still around. I don't think anyone needs explained to them how this is a vicious circle, that not only slowly kills the remaining population, but also discourages newer players: people aren't as likely to stick around if there's no one else left to play with in the first place. I'm not going to pretend I know the game under the hood and say this or that change is an easy to implement hotfix, nor that reverting combat would instantly bring people back, or that no one asked for any of the changes that you've made (people who say this all the time are just plain blind). However -and don't get me wrong, this is as someone who for the most part supports all the great work you guys have done- I honestly believe that if combat isn't reverted or brought to a better spot soon, it'll be too late. I'll just go ahead and list the things I think are wrong and throw some ideas as to how to fix them; however, I'm more strongly in favor of going back to an older patch combat and leaving the combat overhaul in the backlog for a while. R90s: Splash damage is way too high! A near miss can hit for 50 damage, even to someone who's parrying. In my humble opinion, they should deal at most ~60% damage if it's not a direct hit. Maybe even just give it a hard cap? Also, revert the cooldown buff/100% gcd change or nerf their cd/damage slightly. Before you had 1 great 90 (exploding charge) and 1 ok 90 to cycle, now you just spam the same strongest one over and over. TTK: Spell damage is too high for high end staves. You can be hit for 45s in full infernal to the front, even with the recently buffed armor protections. Melee TTK on the other hand is higher due to removal of haste, back damage nerf, removal of fast weapons, and increased heavy armor protections (if you're a heavy player), though you could argue that there's no ironskin in teamfights anymore. I think it's good that a non destroyer can't .5 people as easily as before (too many years of meleefall, but maybe that's just me being a high ping player). Staff damage formula made expensive staves overly cost inefficient in the past, but we're now on the other extreme of the spectrum. I think a 50% nerf to magnitude enchants, and an overall damage reduction for R60+ staves would be a good start. Destroyer/heavy/archery: Playing heavy isn't nearly as fun as it used to be, at least for me. The game shifted towards slightly tankier heavies (a mix of back damage nerf and armor buffs), with much lower damage output. Destroyer melee hits were a game changer in a 1v1/small group fight and they were hard to achieve against good players, even if they were deadly in a big chaotic fight. The way the mechanic worked made transitioning and awareness key when fighting a destroyer. Since you could avoid taking destroyer hits, it didn't drastically reduce ttk unless you screwed up, while still making exchanges exciting. As for archery, it wasn't uncommon to hit people for 60s in the back with mage killer. Damage in full heavy is too weak right now, and replacing even just your chestpiece for bone takes away more protections than you gain in damage, and you just get blown up too easily. If bringing back hard specs is off the table, perhaps add a weaker damage bonus against staff wielding people based on encumbrance. For example, +5% damage at 50 base encumbrance, 10% at 75, 15% at 100, 20% at 120. Similarly, going over 60 base encumbrance (enough to have -3 spell levels while still being at 0 archery encumbrance) would enable a weaker version of mage killer/mage hunter, such as a flat +10% damage vs staves and +3 ranged protections while wielding a bow. WoF/field aoes: Fine as they are now I think. Having to choose between spamming WoF or spamming field aoes makes for more fun fights. Eye rot: Blind spam wasn't fun before, but I think current cooldown is extreme. Reduce cooldown by 20%. Come hither: This spell is way too strong. Fights often revolve around trying to come hither someone out of position and blowing them up, and it's only a matter of time until someone gets caught. Reduce range by 50%: make it a higher risk play. Screen shake: In the past I've defended screen shake from a lot of spells as being part of the feedback that gives the game its feel. However, the more I pay attention to it, the more obvious it becomes I was wrong. The amount of screen shaking in a big fight makes it really hard to actually target people sometimes. Remove screen shake from every player cast spell. Encumbrance: going above 0 magic encumbrance means you lose a significant amount of damage, including 1 level in all your major school spells. Therefore, the meta has shifted to only wearing 2 pieces of heavy armor plus scale pants or a leather filled, or full Q5 enchant so you can wear 3 infernal pieces, or Q6 for dragon. This combined with high spell damage is making TTK low in mage vs mage fights. Buff feather enchants (+2 per level?). Normalised stamina drain: Having all sources of damage deal 20% stamina drain is a good think in my opinion. Stamina seems to burn much quicker than it did in DFO, specially now that Unfazed is no longer in the game. Back damage: This may be an unpopular opinion, but I'm ok with back damage having been reduced. Running at someone with a slight health advantage and forcing them on the defensive is still the strongest tactic, even after the nerf, and ttk would be even more ridiculous without this change. Thank you for reading.