Well you're giving us the option to give feedback on this so I guess I will go ahead.
I don't think I'll make a comment on the silence and Templar stuff, class balance is very easy to pin point and adjust. Like you've said for a basic start find the most useless ability and buff it.
The plasma lord, I don't like the idea of equal rewards. If this is going to be a pvp boss that needs more than one person to kill it should not have open world loot for anyone who is present for the death so long as they've put a hit in.
However if you are planning on scaling loot chance or the loot quality with damage dealt or threat generated then I'd agree it would be a decent idea. Basically you're rewarded for the more effort you put in.
As for the drops, no vanity. That is what the market is for, special events etc. To be honest I think that if this boss dropped some kind of rare material that would be used in making the best weapons in the game at a very rare rate then that would be good. (I don't class fabled weapons as that, you released them in a very bad way for the "best weapons in the game").
Other decent loot would be gear, but potential upgrades. You need to actually start looking at itemization and drops in the game. Everything is worthless in Eldevin, all you need is an instance set and some crafted weapons. Heroic drops and all other gear drops may as well not even be in the game, they have no use.
I'd suggest taking some time on this, I'd be happy to map out a great itemization system if it was going to go to use.
Risk/Reward Okay I really don't agree with what you've suggested here so far. Eldevin NEEDS an item, gold or gear sink if it is ever going to have a decent item system. You know games with auction houses, trading, communities revolving around trading? So many players are there for items and profit, don't miss out on that kind of player attraction.
Anyway, I really hope that players will lose stuff on death. This also needs some thought. Theres always the basic idea of paying to enter trappers atoll and if you die you lose your deposit, thats not very good though.
The best system would involve the following:
- Tons of items and potential upgrades to choose from in-game
- Everything becomes unbound (with a few exceptions, quest items .. etc)
- Items drop on death (some exceptions)
- Other factors that I can't think of, off the top of my head due to my time writing this.
Edit:
Trappers atoll risk/reward
As stated in a previous thread you should be able to gain the best exp/hr or resource gain/hr in this open world pvp area. You are exchanging the potential loss of materials (or whatever the penalty will be) when dieing for the extra exp gain or resource gain.
Consider taking time to expand the map, I mean if you really don't have the time right now keep it how it is and leave a notice "under construction". If you want this place to be active (which it is potentially one of the best features of this game) then it needs to be huge with lots to offer to all levels of all players. In turn it needs to be rewarding for players who venture in with their best items to kill those who are just trying to get their professions up or gather some resources.
Edited by Neon, 03 June 2014 - 13:00.