Theres probably a thousand questions one could ask.
- Pets: Back before ShadowLands came out and the max level was 200, the pets available to pet classes was fairly spaced out between levels. While some twinking was possible, you could generally get a new pet every so often. With the introduction of ShadowLands level locked pets where introduced. While that was all fine and dandy for higher levels, it still leaves a large hole for pet classes between levels 100ish to 200 where they are pretty much stuck with the same pet, thus, same primary weapon for some 200 levels (which incidentally are some of the longest levels ingame). I know there has been mention of pets getting new crats, but some have viewed that as being aimed at endgame play. Are there any plans to revamp pets for all 3 classes so that there actually might be some new pets to strive for as you level up? Bottom line is that the pets that scaled for level 1-200 alongside with the difficulty of RK mobs certainly does not scale with level 1-200 post SL, and not really in terms of SL/AI mobs either.
- Pet customization? Feasible with the new engine? Even considered to be something that would be nice to do at some point?
- The same logic actually applies to many nano lines as well. Take for example a doctor. He will pretty much be using the same heal since level 100ish until level 175 when their next level locked heal becomes available. Again, the heal scaled nicely pre SL, but post SL it really doesn't scale all that well from level 100-175. Are there any plans to look into these gaps to make leveling up more fun? As in having some goals to archieve instead of it boiling down to "get to level 200 asap so we can actually gain access to something new and be usefull"?
- Looking at some of the nano requirements for certain nanos for certain classes, it is almost as if Funcom forgot how much IP said classes need to spend to be able to cast their nanos. I'll use fixers as an example. We have ALL dark blue nanoskills. As an Atrox fixer i am slightly disadvantaged in the nanoskills department, and i accept that. However, with QL300 city buffs, having ConC 7 trained (Have you seen the AXP level curve after someone nerfed it into oblibion shortly after AI release?) im sitting at 1624 MM skill which is maxed for my level (1153 base skill). I don't have the best endgame equipment, thats fair enough, but my SWS XI requires 1895 MM to cast. So that means i need to get an MP (well thats required for most all of our engame nanos anyways) for Comp Mochies. I need to equip my NCUHI which gives 60 (which btw, was supposed to assist fixers because Funcom messed up requirements when designing nanos for the fixer class, but never scaled up after the release of SL), i need to equip my QL 300 comm relay for another 30, then i need to equip the shiny new research device. And thats just a single dark blue skill and a single nano. We have to raise 5 dark blue nanoskills, and given that they are dark blue, we cant raise them far enough. It almost seems like you guys sometime forgot the fact that the skills are dark blue when setting requirements. Are there any plans to reevaluate the requirements for certain nanos for several professions, or are there at the very least any plans to help fixers with this as they are the ones suffering most heavily?
I was thinking of some more, but seeing as i ended up throwing a wall of text up... i'll just go sulk in a corner now