I would say at least half the nerf of what Casters got hit with in R7+ (I would prefer absolutely No Nerf) so the devs can start with that at the baseline and then, Un Nerf half of that again, after some time.
Fix Shadar kai Chains to be with piercing light weapons (what a Spiked Chain is).
Dire Charge, Shadow Strike, Drifting Lotus and The Sword Swings should have similiar scaling DPS as Quick Cutter(but with its Themed type of Attack.
Quick Cutter: 3d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Dire Charge: 3d6 Piercing/Bludgeoning damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Shadow Strike: 3d6 Untyped damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Drifting Lotus: 3d6 Force damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
The Sword Swings: 3d6 Sonic damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
When killing a mob in Reapers base the Lost Souls to be what the mob is:
If you kill a caster let it be 250+ Spell Points they drop (5 x base level +3) *
If you kill a Melee mob it should be a 250 HP Points restorer.*
If you kill a Range mob it should be a Draconic Re-invigoration Clicky restorer.*
*and if it's a Champ, double that.
Fix the Assassin Enhancement Tree.
1. The Assassin Enhancement Poison strikes has no Poison Vulnerability like other Enhancement Trees do: Alchemist and Ninja Spy.
2. Assassinate has a lot of obstacles to hurdle overcome, in regards to position, not being interrupted and slow mechanic to achieve and at time misses on swing even though you are next to target. (Why was offhand Assassinate removed? Not balanced with SWF double assassinate mainhand)
3. Other classes can instakill from far away and don't have to deal with those issues. Casters, Barbarians and DragonLords all have AOE distance instakills, which is fine but Rogues have allot of their abilities removed and never replaced.
4. Removed: Vorpal on 20 with any weapon removed. Monks still have Core 6 still has theirs intact.
5. Range option from Assassin Tree removed (even though shortbow was weak weapon but should of been replaced with Throwing Dagger to go along with Dagger).
6. Mechanical Dog removed and given to Artificer. They should give a Shadow Worg or preferrably a Displacer Beast, that's upgrade-able.
7. Vial Thrower was only fixed for Alchemist. Let it scale with Rogue level and Sneak Dice/Range Power. DND Dice: Deals 1d6+2 <element> damage per Rogue level, max 10d6+20.
8. Cheat Death removed but Monk still has Rise of the Phoenix.
9. Trap Making: which doesn't work on Reaper Mode (3 second to 0 second Web, Dance, Hypnotism...with a 120+ Disable Device even. CC should be at least 6 seconds).
10. Anti-stealth locked Doors and Chests.
11. Only a Melee option to Assassinate (Dark Hunter *edit meant Swash Bard has Melee/Range Falconry has Range as well), Rogues should have a Ranged and Melee (shared cooldown) version of Assassinate.
12. Stealth Aggro were it is near to impossible to Shake off in Dungeons. (Blind Targets, bee-line you in dungeons all over, Zombies/Undead practically Abundant Step towards you).
13. Assassinate isn't a Spell so Deathward is against Magic, Assassinate is DPS attack, not magic ability.(If want to protect Orange/Red/Boss named mobs, then is should be a Mortal Fear attempt at taking 50% HP or for those particular Boss types maybe on them, 15-20% HP on Vorpal Assassinate.
14. Switching weapons or dropping down causes you to be hit with Legendary Salt/Identiy Crisis movement speed.
Chat Gpt is silent........