The next round of class balance is slated for the next game update and can be previewed in the beta for the update. A brief overview of the upcoming changes include, but are not limited to: Assassin: Fatal Followup revamp/reduction. Beastlord: Warder ability, specialization, and AI update. Channeler: Adding support tools, primarily group and raid supporting buffs. Cleric: Primary focus is on a reactive revamp which integrates reactive heals into the class leveling process that increases the base heal amount as levels increase. Rogue: Mainly focused on an auto-attack and combat art increase with a light sprinkling of debuff updates. Bruiser: Auto-attack and combat art increase. Paladin: Ability Damage and Heal increase. Ranger: Auto-attack and combat art increase and adding additional support tools. Itemization/Power Progression Path forum questions Gear unlocks – BoL got this so so right, it was honestly perfect! Please can we revert to the system previously used, a piece of armour drops and once looted will also provide an unlock for that tier & slot. (ie Solo pants drop, unlocks all solo pants for the account) This also provides opportunity for alts to spend heroic currency (which can be transferred from the main if needed) so even when unlocked it’s not a handout, it’s earned. Adorn unlocks – PoP introduced a fabulous adorn unlock feature which was a huge step to making alts viable. Runes/adorns are relatively rare so require a decent amount of grind to get the right ones, being able to also get spares for an alt is incredibly difficult. PoP adorns once looted provided an unlock for that specific adorn for the account, meaning an alt could then purchase (for currency, plat and status). Previous Adorns rewards – Towards the end of BoL blue adorns where added to the currency merchant for raid/heroic currency allowing alts to purchase key adorns without completing the achievement directly. It would be fab for new/returning or alts to be able to purchase this with current currency (could the be added to the RoS currency merchant?) Otherwise we have returners/alts having to go back into old content to make their characters viable now. Token mission rewards – purchasable Celestials & full loot table for solo, PQ, Heroic, Raid. In place of the pot-luck/rng of mission rewards a token system would make rewards worthwhile. Not all loot in those tables are of equal value so there would have to be a scaling amount of tokens required to purchase (otherwise we could everything once and kit out in celestials). A modest and ACHIEVABLE amount for those top end rewards would give players both reason to run the zones and a clear goal to work towards. (eg 14 daily heroic missions would yield enough tokens to purchase a celestial). It still requires effort, it encourages people back into the likes of heroics because they see it worth while and also creates a routeway to provide rewards for alts (Tokens would need to be heirloom) Over the last few years we have iterated over several itemization and general progression methods to find an optimal balance of effort to reward, and we have found that while many of these methods satisfy a portion of that equation to some extent, they fall short in others. The most consistent metric to measure the success of each method is the amount and duration of engagement. While methods such as a direct purchase of an item with tokens are less random, they reduce engagement time as a whole. We’ve found that from a new content release to a reduction in engagement the most dependable method has been simple straight forward drops. That said, we will be increasing the amount of drops from heroic zone bosses (final boss in normal 5 boss dungeons) and all heroic challenge encounters with the upcoming game update. To address some specific questions that are not covered by the overall itemization and progression. Green adorns – When a character starts out, particularly a new/returning player most will rely on the free gear crates at the starter zone to provide enough supplies to ‘survive the quest line’. The green adorns included in the box are BoL (which is perfectly fine) however they are level 1 and ONLY level in BoL solo zones, having them in the crate gear at level 10 would really help support the stat gap for new/returning players and alts. Starter merchant gear is intended to put players in a place where they can start doing overland and quest content, it is not designed to skip characters ahead into higher tier content, as that would invalidate any rewards for the solo content. The intention of this merchant and all of the equipment on it is to be replaced as soon as possible by items obtained in the expansion. These are not intended for, and will not be upgraded to, later game progression enhancements. Green adorns as tradable – Green adorns are no-trade when dropped (making these heirloom would be fab, they used to be free trade completely). Once levelled and replaced due to an upgrade earned it would be really helpful to be able to trade that levelled adorn to an alt on the account (again the hard work has already been done, we are just recycling!) currently replaced adorns are destroyed as they are no-value, no-trade and well just useless. This is something we have been discussing internally for some time now, and in the upcoming game update leveled items (Spiritstones, Leveling Weapons, etc) will be Heirloom once experience has been added instead of no-trade.