Like Nightingale wrote earlier:
1. Speed boost at level 30 (or starting level at 31 which probably is much easier to make).
2. Events (eg. last man standing, two teams fighting) to attract new players and make them feel welcome in the community.
3. A third map-rotation, maybe Rookgaard (see other map suggestions from hsaN and other players 2 pages back). It is necessary though that there is both open spaces with elevation spots/roofs etc as well as narrow spots to enable solo and teamplay.
4. Cancel invisibility spell for druids as well (this is a minor change that probably won't affect the balance between druids and sorcerers noteably).
5. Add in offensive items in quests to choose from, items providing maybe 2-3 extra magic levels, or just adding 10~ extra damage to eg. physical attacks (which is avg. sd-reduce using the current horned helm + red robe at level 30, if I recall correctly). Adding magic levels might be too overpowered, since it would affect all spells, but maybe adding +2 magic level would be somewhat equivalent to the defense qualities of the current items. This will enable players to choose from an offensive, defensive or hybrid character which makes the game even more dynamic.
Also:
6. Level cap of 35 so that highly skilled players don't get even more advantage over new players/less skilled players.
7. Druids getting magic level 42 (maybe even 43, but then two druids would 2 sd-hit you almost everytime, so maybe 42 is more reasonable).
And the drastic change:
8. No magic shield, just e-ring
Choose between speed-boost or mana shield. It will make the game more dynamic with players using e-ring tricks and make the game more intense. It will reduce the effect of players using "re-use" on mana fluids (I read it's common and hard (?)) to detect on warpolis forum, don't know what your opinion is about this.
Extra (I'm not sure about how I feel about this one, could be nice, could also be really annoying):
9. Adding a drunk rune for sorcerers (then a dwarven ring must be added also). This would be somewhat equivalent to the druids paralyze rune, costing mana to be used. If hit, it will make the target heavily drunk for a few seconds (maybe 3-5 seconds maximum). It would need to cost a lot of mana (like the paralyze rune - 600 or whatever it is) so that this is used seldomly. This is countered by a dwarven ring.
@Kaspar:
The thing with knights and paladins is, they already got their high hp already, you can't have high hp and damage at the same time - then everyone would play that "hybrid"-vocation. We also have to keep in mind that they both do passive damage without the need to aim (melee and bolts).
1. If
paladins were to have some type of damage-enhancing attack, it would need some drastic side-effect eg. +25% physical attack, -33% physical defense, lasting 4-5 seconds. I'm not sure about the stats here, but the stats would be adapted to enabling two paladins to (if very lucky) combo (2 power bolts + 2 sd) ~300 (and thus kill a level 31 mage) and at the same time making them as weak as a mage basically. The spell would need to cost a lot of mana so that they can't be saved by full mana + e-ring.
2.
Knights could have some type of stronger exori, with strong side-effects eg. 'exori gran' (making a knight deal 100-150~ damage, this would allow two knights (or knight + mage/paladin using spell) (if well-timed and lucky hit) to melee + exori gran combo a level 31 mage. This would make the knight completely exhausted for two rounds - basically a kamikaze weapon used in safe situations, kinda like it is for mages when choosing between shooting another SD or heal with UH.