19 people voted this time around, for a total of 1188 points. None were allowed to vote on their own issues, which is a new rule we're trying out right now. Of those that didn't vote, some gave prior warning and good reason, so please don't jump anybody.

1188 points gives a threshold of 59.2 points for being a high priority issue (points / 20). We thus had 7 such this time around.

Note that the issues text given here are very short descriptions. If you're in doubt about the entire issue, please ask your Professionals or me.

Top priority issues in bold.
Pts Text
107 Roots in PvP being too powerful, and not all can get rid of them.
95 Healing range in PvP - level 150 Doctors being better than level 200s.
94 Crowd control heavily limited in PvE due to bosses and monster immunities / high resist.
73 Multi-wield update - is the gain supposed to be only 30%, and if so, why?
73 Outdoor bosses chew through reflect shields, and have special attacks versus pets, yet they are necessary to take down to get new nanos
71 Trader nanos look-over - charm rooting, and nano drains and health funnels not paying off.
64 Black and white nature of Psychic checks create level gaps in charm and fear effect

56 MP mezz pet - affected by a very dangerous damage bug, and currently not very useful
54 Most MA special attacks constantly get "Target Resisted" against high level mobs
47 Concealment has no real use - blitzing is easier for missions, and its PvP viability is very limited
39 Diversity in melee weapons - currently everybody use a very small selection of weapons
39 Pet command range - too short to regain control of the pet, especially in land control battles.
37 Feedback on being discovered when sneaking in PvP
36 Bow viability - buffs, clip size and special arrows
36 Shortcut for targeting own pet(s)
36 Weapons and upgrades available as rare loot only - static missions an option?
31 Matter Creation debuff protection for NTs, as debuffs are devastating to them
28 Pistols getting lower multi-wield requirements - why not before?
26 Engineer team viability - lacking attractive buffs
26 NT Cyberdeck - ETA and more info?
23 Soldier damage and tanking ability improvements wanted
21 Engineer PvP viability - pets easily stopped, and debuff auras having low range
17 MA attack item capping at QL 500 - no skill needed above 1000
12 Grid Armor being too visible - deadly in combination with anti-GA nuke
11 Non-crit dependant shotguns
10 Doctors want an Area of Effect heal - why did MAs get it?
7 Vision of the Agent - what's its role? (Vision request = unlikely response)
7 Bureaucrat trade skills - extending the paperwork
6 Fixer summon lines - getting more special items
3 New Doctor having side requirement - please remove
2 Enforcer hit point advantage dwindling as more HP buffiong annos and items arrive
1 Trader specific items wanted
(four issues with 0 points)