I doubt they're gonna feel good about reverting it or even removing the charge mechanic, they worked too hard for that.
I would like to see several more options to increase charges at least, like with higher DEX and Tumble skill gives more charges, some enhancements for dex based trees would add more, some inherent racial increases, and a few more put on feats.
I'd just like to know what their 'vision' for tumbling is.
Based on this thing called Dungeons and Dragons, I'd always thought it was an ability for getting away from enemies w/o being stopped or attacked. DDO had something like that long ago when there were multiple ways to 'tumble through' enemies, but it was never part of the base skill and most of the options allowing it have been removed.
Instead, from pre-release until just a few months ago, the only (and seemingly intended) real point of the tumble skill in DDO was to allow characters to move faster. YEARS ago there were people complaining about how ridiculous it looked for characters to constantly be rolling around... and others yelling that they needed it to move at a reasonable pace. Then, over time, the game introduced more and more ways for characters to move faster and fewer people bothered getting a high tumble score to increase movement... until the new experimental version came out. This seemed purposefully designed to restore tumbling as a movement speed boost... and immediately resurrected the arguments over appearance vs speed.
So now they've reversed course and nerfed 'tumble for speed' to the point where most people won't bother again... and replaced it with a completely new concept of tumble making it harder to be hit / easier to make reflex saves for a second. That's not really consistent with D&D
OR DDO history, but it's... something.
The problem with the 'harder to hit' portion is that mobs can still block you... so you are safer for a second, but if boxed in by a group you still can't use tumbling to get away and that second is seldom going to make a difference. Thus, it really only helps when you are facing one or two mobs that could kill you in under a second... which is actually a thing on high reaper. Maybe people will be able to develop this new version of tumbling to deal with that... and we'll start seeing 'glass cannon' casters tumbling away whenever they draw aggro.
The reflex save boost is great for letting characters tumble through traps safely... but this seems to be a solution in search of a problem given how many characters already just run through traps w/o worry and/or players who know how to jump over / avoid nearly every trap in the game. In any case, it further reduces the need for a character capable of actually disarming the traps.
I'd really prefer something like; Total Tumble Score - Instance Level = chance to 'tumble through' enemies. That'd be preferable to
any version of the skill which has appeared in DDO. Failing that I'd just like to know what the developers
think it is supposed to be used for.