Put a dot on our main nuke, move the stat and mana regen reduction elsewhere
Implement spawn logic to push more CC or pulling tactics: change so that camps, or mobs who spawn in social distance of eachother, will respawn together if they are due to repop in X minutes, using the average duration of their repop timers. Camps will then pop together always unless u kill mobs over X minutes apart. Could make it so that only 4 mobs could pop together so u could still split an 8-pack in two 4-pulls even if you killed all at nearly the same time.
Give membur back or multitarget paci: we have low CD FD in the game which resets all threat when u just LoS, why cant we have multitarget pacify? Also losing memblur as the class that controls other targets minds is totally lame.
Rework charm - reverse swarm charm is worse for the game than charm being good dmg, so idk why the group version got nerfed but not soloing, just gonna push people to swarm charm in EA which is the real cancer to the game. DOing 1 dmg to a mob to secure full exp is LAME. Track the last 100% of mobs HP in dmg, and poof the mob if NPCs did more than 50%, or weight the exp down based on how much dmg players/pets did. If NPCs did 50% and players/pets did 50%, the mob is only awarding 50% exp..
Charm needs a minimum duration and to scale with CHA differently. the avg duration (and dmg:mana eff) is raising 20x but it should only 3x or 5x from getting better gear.
Charm sucks in a group: Would anyone ever buff their animation with 25% more dmg if the cost was hundreds of mana per minute, getting hit randomly, not able to take breaks, have to constantly and randomly reapply the buff, costs the healer more mana?? The answer is obviously no, so it obviously needs more work.