So, some things I've noticed:
>Racial Skills
Please for the love of god leave the passives that are passive now as passive. I've never heard of anything dumber than a 5min buff with 30min cooldown for +30 seconds of underwater breathing time for Elf, for instance. 30% reduction on construction for humans... but only if you pop this buff for 5min with a 30min cooldown... that's the dumbest shit ever.
The secondary racial skill that is new to this patch should have a skill use/cooldown mechanic. That's fine. But leave the existing passives alone and the first passive each race gets to balance it.
>Crafting, Harvesting, and Misc. Proficiencies
>To downgrade a 230000 skill a character must consume a Proficiency Modification Certificate purchasable for 100000 vocation points. Be certain about which skills you improve to Famed rank!
This sounds really dumb. Just put it on general merchant for 100g or something.
>Rare grains and vegetables have been replaced by Royal Seeds. Existing rare grains and vegetables can be converted to basic materials. Royal Seeds can now be obtained rarely when harvesting grains or vegetables.
Ok, so make royal seeds drop more often and more of them at once. So for instance, it has a 5% chance to drop 1 royal seed, increase that chance to 25% chance and make it drop 2-4 at a time when it drops. You still have to do things other than larders to get them (or buy them from people who farm vegetables) and it doesn't delete a potential market. Some people sell shatigon's blessings now to make money, they can instead sell royal seeds to make money.
It also means that the admins don't have to spend forever rebalancing recipes that include these, because it's not just larders. It will just be 8x easier roughly to get them, about on par with how shatigon's already is.
>Chum and Fishing Lures can now be purchased from the general merchant for gold, silver, and copper.
This should solve part of the fishing problem if they don't cost a lot. No idea what the prices are but there may be a need to adjust them after the patch.
>All the proficiency requirements for crafting houses.
These proficiency requirements should not be changed. You've had since launch to build proficiency in things you make money with. Leaving proficiency requirements for all of that stuff in the game will allow the people who specialize in these markets to make better money. Money is meant to move around in an economy. Allowing specialists in different areas improves the economy and keeps prices healthy.
>Trade Pack Costs
Would recommend either using 2.9 trade pack crafting costs on the larders instead of increasing them unless you also increase the gold and charcoal they turn in for. I don't know why XL is so scared of people making a decent amount of money doing anything, but it hurts the game. There are already enough gold sinks to make your head spin off your shoulders.
>Karkasse Trade Packs, The Charcoal Thing, Etc.
Recommend keeping the Karkasse trade values the same or only nerfing it slightly if you do. Also recommend not allowing everyone to swipe for a car. Cars should be earned. All future cash shop cars should follow the standard upgrade path that everyone who has a car had to go through, with the cash shop ticket allowing the upgrade to the next tier. Allow people to get the temporary car from the merchants that come in 3.0 if they want to use one, and force them to refresh it by that mechanic.
If you're going to allow swiping for it, look at how much a car currently costs people doing it the in-game way and price it that way. In the current market, it would take 5k credits worth of gold to get the materials and craft the parts, and the design varies based on current gilda costs.
>Family changes
Sounds cool. I'm in a family with several other real players who can do the quests. That's what the system is for. It's an MMO. If you don't want to group up with people, ok, but don't request group-based mechanics to be changed so you can do that alone. That's not what multiplayer games are about.
Join up with some people into a family to do the stuff. You don't have to give them access to your houses and stuff, just join up for some missions and daily activities.
That being said, some of its importance in the vocation system may need some balancing to make it not required to do. I've never liked dailies that I felt obligated to do in order to do anything else.
>Coinpurses
50/50 drop rate, either coinpurse or material crate. That would go a long way to fixing the rarity of many coinpurse materials in the market, as well.
For those special crates, 50/47/3% chance (purse, crate, special crate). Easy, done.
Other thoughts
There's a lot of complaining about things getting harder in this thread. Ok, it's a game. It's supposed to have challenge. We already have it way easier than Trion servers, so a patch with a little challenge may be in order.
I highlighted the couple of things that are real problems, like Royal Seeds, which killed Trion's servers. But we shouldn't completely eliminate Royal Seeds. Make them drop far more often (at about 8x the rate that they do on Trion's servers) and it will be fine. Plant you up about 25 potatoes, get about 10-20 royal seeds in like half an hour, sell the potatoes or use it for your packs. Done deal.
I know nothing about dwarf and warborn, so defer to others who are saying warborn are broken as fuck with their immunity thing.