Here's the feedback on some of the issues on the list this time around.

Roots in PvP being too powerful, and not all can get rid of them
We do not agree that roots are too powerful, in PvP or otherwise. They are powerful, but not too powerful.

We do intend on making the professions stand more distinctly apart from each other, and thus some will have weaknesses others don’t have, and of course also strengths others don’t have. Those lacking nano programs to free themselves from roots and snares will have to use the gadgets introduced, or get help from friends and allies.


Healing range in PvP – level 150 Doctors being better than level 200s
We have already answered this issue, and I’m not sure where people think we misunderstood (I’ve been told we did).

We’re fully aware of the fact that Doctors use the same nano program for a long time, and have a wider healing range (in levels) at level 150 than at level 200. As we said last time: We’re not looking into changing this. The level 151+ Doctors will have to improve in other areas if they’ve reached their top on the healing ability.

Hopefully we’ll give higher level Doctors some new stuff to play with in Shadowlands.


Crowd control heavily limited in PvE due to bosses and monster immunities / high resists (Bureaucrats losing unique ability)
This has partly been responded to previously, and there be no change in the intentions here; we keep the crowd control elements in mind when introducing new opponents, but will most of the time place limitations on the highest level ones, and special enemies.

While others have the same abilities as Bureaucrats, thus not giving the profession something unique against the top level mobs, that’s not unique to them. That’s how having professions work (as normally opposed to classes); few will have unique abilities.

We do intend on building more on the specialties of each profession in the future though, but no profession can expect to get the entire crowd control aspect (root/snare/fear/calm/charm) as a specialty.


Multi-wield update - is the gain supposed to be only 30%, and if so, why?
The estimate of 30% is fairly close to the intended damage increase from multi-wielding. This is something we do evaluate over time, and can adjust with new weapons. However, do not expect a high increase of this number.

If the number is increased, the combination is getting so powerful that the weapons themselves will need a reduction in strength, greatly reducing their viability in single weapon combat styles.


Trader nano programs look-over - charm rooting, and nano drains and health funnels not paying off
As was said last time around, adjustments to existing nano programs is unlikely at this time. We currently have no plans on looking at nano or health drains, and the rooting penalty from charms is intended, and will stay, at least for now.


Weapons and upgrades are available as rare loot only - static missions an option?
The new weapon and weapon upgrades placed as rare drops are placed there because they are supposed to be hard to get. Of course, everybody can wish that their most sought items were more easily available, but then everybody would be using it, and there would be no accomplishment getting hold of one.

While we do intend to introduce a lot more static missions (quests) in the future, and items will be available through them, do not expect them to be an easier way of getting things.