Dante wrote:
The biggest thing I'd like to see is a reworking of the damage over time by weapons. Other players (and non-players who've chosen not to play the game because of what they see as a huge flaw) have mentioned this to me as well.<snip>
I would revise this to say a rework of damage is needed in general, not just for weapons but spells included. The equation needs to include base weapon damage, stat based damage, average armor, weapon speed and melee vs. ranged as core parameters. It could include things such as weapon lengths impacting granting or denying tactical edge as an idea. It should then address how damage stacks and scales and at what tradeoffs (talent costs, tier requirements, etc.) and how much advantage is there in specializing in spell or weapon as a focus of character investment compared to someone who doesn't specialize.
Part of the original intent was that in-combat healing was minimal as the primary end result was extended combats the more healing you added. It would also be interesting to see how something like having damage from casting through strain being resistant to in combat healing methods. Logically that could make sense as applying magic to a magic stressed system could have issues repairing the damage.
With a sweep of his hat,
Paul