Developer resources are being used as a reason to balance by nerf. This got me thinking if there were some easy buffs that would produce a more diverse play field, but done in a way to minimize the resource needs (in other words, don't re-invent DDO).
Here are my thoughts on changes that would tempt me to play almost every class/destiny. My focus was on boosting pure(ish) class builds to be competitive with deep multiclass builds, and encouraging the use of rarely used epic destinies. My subjective (completely subjective, so others are likely to not agree) criteria was to find something that would tempt me to actually play that class/destiny. I'd love to read what buffs would do the trick for others.
Occult Slayer level 18 core adds the following: When you do melee damage in combat, you are healed for an amount equal to 10% of that damage. (No restrictions on procs per second or max hp or anything, this is the barbarian self-healing that is lore appropriate).
Occult Slayer level 20 core adds the following: When you rage you also receive the benefits of a heal spell. You can refresh rage before the previous rage has expired.
Stalwart Defender/Sacred Defender
Level 18 core adds the following: Your PRR damage reduction is doubled (You gain half the distance between your current number and 100%).
Level 20 core adds Your PRR damage reduction also applies to elemental damage.
Level 18 Core adds: You receive a profane save bonus equal to half your charisma bonus.
Level 20 Core adds: Expend one song to increase your strength by an amount equal to your charisma bonus.
Level 18 Core adds: You receive phantasmal killer as a spell. You receive a +3 morale bonus to illusion spell DCs.
Level 20 Core adds: Change wail to weird (Basically wail with an illusion save). Add, your morale bonus to illusion spell DCs is now +6.
All Savant Level 18 Cores add: The casting cost for spells of this element are reduced by half.
All Savant Level 20 Cores add: The casting cost for spells of this element are reduced by 75%, the cost of non-opposing elemental spells are reduced by half.
Archmage 20 - The casting cost for spells of your specialization are reduced by half.
Palemaster 20 - Every time you kill an oponent, you gain 10 spell points.
Arcane Archer 18 core - If you have 18 levels of ranger then the cooldown of manyshot is reduced by half.
Core 7 - You can visit Fred to choose an appearance of another race.
Turn the tide has duration increased to two minutes and the cooldown removed. The restriction on magic damage against bosses is also removed.
The Sigils are dropped and replaced with USEFUL SLAs based on the specialization school.
I got nothing, this tree is full of weak abilities with drawbacks, silly limitations and is the only destiny tree weaker than any of most of the heroic enhancement trees (Yeah, I don't like this one).
Grandmaster of Flowers
Dial the nerf on everything is nothing back to 3 minutes instead of 5.
Reborn in the light: Change the duration to 30 seconds and the cooldown to 2 minutes. Eliminate the need for counters.
Add a prism/rainbow style proc ability to one of the core stances that doesn't have raid killing joker effects.