Okey, I'll try and condense my thoughts into questions that will hopefully be answered... If any of these questions get the full explanation in the Dev Diary, please just make that note and skip it.
Impact of Stats changes on our class
1) It's a no-brainer that the changes to the core Stats mechanics in the game affects all classes and skills to some degree. Could you give a small exposé on how the Stats changes affect Rune-Keepers specifically and how this has molded the changes you've imposed? (e.g. increased crit rate means base damage needed to be reduced for RK's to not become OP) etc
2) When reading the change note, what mental shifts should we make? I.e. if the change note says "Ceaseless Argument, damage reduced" should we think "Hmmm, yeah but I'll crit more often and will have at least 10% higher Tactical Offence Ratio"? Elaborate please.
Some general questions
3) Why the increase in attunement penanlty for using neutral skills?
4) In Orion's post we got told that Champs and Hunters share the DPS throne in the game. That tastes bad in my mouth... How far behind, in your testing, are Rune-Keeper DPS?
5) Itemization is usually something done late in your projects (or so I've understood) so this may be a moot question; how will the removal of Tactical Critical Multipliers from most level 75 gear affect Rune-Keepers and why was that change made?
I love healing on my Rune-Keeper
6) Although I don't personally agree with the complain that RKs lack utility skills it is still something I need to be able to defend against in order to be a viable choice as main/co healer in instances and raids. If our raid leader says "I rather bring a minstrel because of buff X" I would like to be able to reply with "Yes, that's a fair argument but remember that I bring utility Y which is equally usefull in instance Z". What is your viewpoint on the polarity between Minstrels and Rune-Keepers with regard to being viable as main healers?
6b) The same argument can be seen with DPS Rune-Keepers vs. Hunters.
7) What is the reasoning behind not giving Rune-Keepers a dread removal skill? We never go to Durin's Bane in Ost Dunhoth without at least one Minstrel. Why? Because we want to be able to remove dread if we wipe... Taking only Rune-Keeper healers is just not an option at this time. I would be fine with locking it behind a 4-set bonus or even tie it to the healing cap-stone.
8) Epic for the Ages... What to say... It's a nice heal, BUT ... Even traited it's not really viable as a main healing skill in a raid situation where damage comes often and hard. I find myself wanting to use it but not really daring because of the long induction. Do you have any plans of changing it somehow or do we healing Rune-Keepers just need to figure out how and when to use it?
I want to burn our enemies to cinders!
9) In your testing, how does Fire DPS compare to Lightning DPS? For instance, will Fire DPS be more consistent, producing higher DPS over time with lower thread while Lightning DPS is spiky but average DPS is lower and generated thread higher?