I've been in and out of Achaea for about two years now. I think the oldest one of my characters got before I dropped them was 23 so effectively, I'd consider myself fairly new still. On top of that, I'd never even considered touching anything PvP until Kenway and even then I had no interest until the Wardens showed me the light.
So that said you all have no reason to pay any mind to what I say in this post. These are just a couple of additions I think would be interesting and I'm curious as to the opinions of those with more experience and hell, even those with less. Here goes:
People talk and talk and talk about veils and hoods and how they're overpowered or annoying versus how they spent their money on them so deal with it. I think that if we leave them completely cloaking as is but make aggressive actions towards other adventurers make you in-area detectable for a time, that would be fine. Say... thirty seconds and it resets after every attack you make. In addition when you get a kill, your area becomes detectable to everyone and your exact room to those in the same area for the same thirty seconds (trying to tie it into deathsight). This would mean that veiled raiders would have to either lock down a location and fortify, in which case they don't care if you know they're there really. Or stay on the move and strike periodically to avoid being easily tracked. There might be something wrong with this that I'm not seeing, if so, point it out.
I feel like I might get some hate from knights for this but please know that I'm a Runewarden with two 249 speed rapiers who loves the fact that I can truelock people if I get their mana down. Which I can because I can run a focus stack with two 249s.
I think rapiers should be taken off the table for knights. I love the image of an Achaean knight in my eyes as it stands, a gleaming steel tower (or bunker for you dwarves!) with two rapiers. I think that's awesome. But with a maximum forged speed of 247 which is 257 with runes, they're just too damn fast for knights to be remotely reasonable to face. As an alternative, I suggest sabers. Which would on average remove ten from rapier speed and add five to damage. 237 or 247 with runes at maximum speed. And slightly higher damage, as knights are limb prep classes. This also makes sense because in general, knights aim to learn the skill of Riding to maximize their combat potential, sabers being cavalry weapons. (also 'slashing' with a rapier hardly seems effective as compared to a saber!)
This would also make the current rapier artefacts seem more reasonable if they were converted to sabers and new rapiers made for the now sole users of rapiers, bards.
Runelore and Water
I think I may have mentioned my love of the potential RP that comes with Runelore as earth magic in some other thread once upon a time, but I say it again, I think it's awesome and under-done. Because of that, I am perfectly okay with completely losing all Runelore ability save what is sketched on my equipment should my opponent decide we're fighting on water. That said, I think it would be great to add a rune, functioning similarly to Gular (SKETCH GULAR ON GROUND <direction>) that will freeze a water room, similar to the various freeze ground skills. It would only work on water rooms and would obey the rule of all other runes that it could only be sketched on the earth. So you'd have to be standing on the shore and it could perhaps be used by novices in crossing rivers. This would allow for totems to be propped on the ice. I would also consider the idea that this would allow for Thurisaz or Othala to be used, but it would only work once as it would melt the ice. While obviously I personally wouldn't mind having this ability, I feel like it might be a Shaman specific thing. Runies do some damage and I don't think making it harder to leave the room while using one of your best defenses against some of their abilities would be reasonable.
However, -FOR- Runies, and this is definitely one of theses ideas I'm really not sure of so it may seem foolish or overpowered or something, I'd like to see Thurisaz made sketchable on runeblades. This would be similar to the Nairat runeblade only it would light the enemy on fire rather than freeze them. Similar to Blademaster infuse fire and red dragon breath, activation while the enemy was already ablaze would do increased damage, though hopefully this would be less than a Hugalaz activation. This would give a middle ground, some use two Nairats for as much salve balance as possible, some use two Hugalaz for maximum damage, this would give less of both, but, y'know, potentially both.
I like Druids. I think they're a cool class. That said, I think they could use a bit of a buff combat wise (am I crazy?)
My idea for this is seeds. Allow Druids to say, IMPLANT SEED. This would do no damage, no affliction, but just give a message letting the target know it has happened. At a minimal sunlight cost, is 10 minimal? Let's say 10. The Druid can, at any time, GERMINATE SEED, causing the seed to sprout from the victim. This would do nothing normally, but if the victim had their shield up, it would shatter the shield and stun them briefly. An infinite number of seeds could be implanted on a person, but once one seed was germinated, the rest would die. Being ablaze would also clear all seeds.
I'd also like to make grove golems somewhat similar to falcons in that they're summonable/orderable their attacks wouldn't do damage but perhaps act as the Isaz rune does, silently stripping levitation and taking off balance/knocking down, with a small chance of implanting a seed on the person they attack. Golems can't go in water? Gotta have something to cancel it out right?
Alright, that's all I got. Hate 'em? Love 'em? Which ones and why.