1.) Toggling specials while casting: Completely castrated the hybrid mage templates, how many tank mages have you seen lately? A very fun template stacking specs with spells now useless. With all the changes to requiring multiple skills for spells/specs I think the Devs should reconsider this change to allow more playable templates again. 2.) Fire and Forget Archery was the weakest weapon skill by far prior to all the new additions to bowcrafting. One of the things that many players disliked was the fact that as an archer, you would have to stay put to have any hope of your arrows landing, ie NOT fire n forget. So one of the many improvements to archery allowed for the same hit chance even if you moved after firing your shot. It was great at the time b/c archery became more viable but then bowcrafting and runic changes gave archers Balanced, HCI/DCI above 15%, Hit Velocity (on top of hit spells and area), beyond max SSI for melee weps with Ash enhanced/crafted bows, and Moving Shot (which was the only fix for Non Fire n Forget hci penalty). In summary I think the Pros definitely outweight the Cons for archery, so much so that Fire n Forget should be reverted. Some additional changes that if FnF cannot be reverted that I'd like to see implemented is a minimum range for archery, if you are within 2-tiles of an archer, their arrows will not hit. I love my bushido archer and momentum strike is wicked with max dci/HLA...something I dont think is intended b/c the Momentum Strike sound is that of blades clashing! 3.) Nerve Strike Now hits for a range of dmg from 15-25 @ 120 Bushido, para is breakable and lasts about 1s (if that), cannot NS someone while they are casting, and the remaining dmg is dissmal for the actual wep hit <9 usually. Prior to the nerfs it was WAY overpowered, 2+s unbreakable para with guaranteed 25 dmg + wep dmg + hit spell, chainable as well. I'd like to see some sort of happy medium b/w the two, instead of such as drastic nerf to an otherwise interesting spec...I'd prefer 25 dmg @ 120 Bushido guaranteed, or the 2s unbreakable para again (not both). 4.) Concussion Blow I like the new implementation of the drop in mana, but instead of these diminishing returns, why not make the concussion formula the inverse of what it is now? Right now the more concussions you land, the harder each one, instead make it a nice opening spec (max dmg when life/mana are max value) and as each drops, the max becomes less. Makes it less useful when chained together, solves the problem with a much simpler fix than diminishing returns (in a way that is exactly what it is) In conclusion, I'd just like someone on the Dev team to reconsider some of the old changes (be it bad or good) and think about reverting them instead of trying to solve the problem with more/new systems. I'm sure there are more changes out than the 4 I've posted, if anyone cares to contribute more, please keep it to the suggested title of the post please. Do our suggestions really go unheard/unanswered?!? I dont think they arent warranted, and I believe taking a look at past concerns and changing them back to the way things were is a very doable and even simple fix to problems instead of making and implementing totally new changes which may have further consequences.