Here are some needed changes and tweaks that I feel are necessary to happen. Common things Ive noticed among all power sets is that Pure Might based DPS loadouts outperform Weapon based play styles by a lot. Also most Pets' and Orange damage from mobile AoEs' are set very low atm. 1. Grant us access to all weapons and their normal combos. Only Mastery Point and Cross weapon combos should cost SP to open. This could also fix players not being able to choose Weapons they haven’t specced from vendors or when opening Weapon cache boxes. New players get all powers for free at Level 30 but I think it will be healthy for them to get all normal weapon attacks available from the very start of the game. TBH, doing level 1-3 missions is odd with just 1 block breaker or a lunge. 2. Add Support stat buff to Weapon expert: 2%Health and 10% Control Resistance. Control Resistance used to be WM's trait and should return. - Remove or significantly reduce Passive power regen penalty. With all cross weapon combos not returning power anymore, Weapon expert got in a bad spot power return wise double penalized for using weapons. And Weapon clipping is now hardly viable under Weapon Expert after normal weapon attacks got nerfed in favor of buffing cross weapon combos. 3. Make all melee weapons and Point blank melee abilities with 7m spheres/cones instead some being 5m and others 6-7. This should add consistency and make these powers and attacks playable. 4. Slightly increase supercharge regen from all sources including: Weapons, Superpowers and SC Generators. We should be able to build and use 10000SC ability as often as Orbital Strikes which is something like every 4 mins. 5. Role less Buffs – Add a slight DPS increase buff to 1-1-1-1 alert groups. 6. Healers: - Remove damage/ healing reducing from Hybrid type healing superpowers that have a damage component. - Add 5-10% Power bonus to Healer role. - Add healing component/PI to all healer SC Generators while in Healer role. 7.Tanks: - Combine Fortified Assault and Fortified Blocking in 1 Tactical mod. Increase the healing proc from Restorative Shielding and Legs’ socket Tactical Mods. Its hardly noticeable. 8.Controllers: - Double the strength and increase cooldown of controllers’ Power Dumps to 2sec. 9. Sorcery is in dire need of improvements: - Add 4 man Healing effect to Karmic Suspension in Healer role. - Add a CC effect to at least 1 ability utilizing Karma PI. Sorcery lacks CC effects in general compared to any other power set. The only AoE CC abilities are Karmic Suspension and Transmutate. - Shard of Life’s burst and DoT damage needs an increase, it doesn’t hit high enough for such long time playing animation and 300 power cost. - Soul Storm should hit additional number of times like similar channeled type abilities like Flame Cascade and Avalanche. - Soul Barrage should be further buffed and increased to 300 power cost and should also stun enemies. - Fury now prioritize its non projectile attack too much which doesn’t deal enough damage. Something need to change. Either buff his non projectile attacks or make it use the projectiles more often. - Buff Soul Well, both in DPS and Support role to 300 Power cost and increase potency. - I personally would like Transmutate to be changed back to a high hitting PI utilizing power rather than setting up PI. 10. Nature: - Make Roar a channeled Range Hold weapon attack for Gorilla and Wolf like how is Acid Spit for Insectoid. Then Replace Roar with more generic type animation superpower that suits both Human and Forms with same ability effect. - Add 4 man Healing effect to Serpent call while Healer role, which can share a Pheromone stack with Cross Pollination. - Swarm's mobile DoT could use a buff. 11. Rage: - Decrease Severe Punishment’s cooldown back to 10 sec or decrease Redirected Rage’s cooldown to 12 sec so we can use it more reliably every rotation during the vulnerability window. - Increase Relentless Anger‘s number of healing procs to 12. - Decrease cooldown of Rage combos while in tanks stance, they are still longer than those for DPS role! - Make Channeled Hate a single target tank taunt. - Make Rage Blast a spammable 100 power cost AoE. 12. Earth: - Make Totem respawnable every 12 secs(new cast canceling previous one) with same duration time or decrease cooldown to 18 secs. - Make a new alternative ability that can power up Brick in Tank role which is beneficial flagged and can clip other harmful superpowers. - Jackhammer – Only needed change here is to increase power cost. Damage nerf or number of hits limited will make it bad for both dps and tanks. - Crystal could use a slight buff, its not as bad as Fury but still lacks compared to full Might based LOs. Even when fully Precision specced, most 200 and 300 power cost PI utilizing powers still hit harder than Crystal’s big hit which makes powering up the pet a damage lose. 13. Atomic Tank: - Add a CC effect to Neutrino Blast or Neutron Bomb while in Tank role. 14. Ice: - Buff Artic Gust to 200 power cost and increase damage a bit. Right now Ice is not power hungry but its not dealing enough damage either. - Snow Devil"s mobile aoe could use a buff. 15. Fire: - Same like Ice, Flame Cascade should be buffed a bit. - Backdraft could use additional or stronger CC effect in Tank role. Active tanking depends a lot at Backdraft’s CC.