So, this is my attempt at a consolidated list of Suggestions and Ideas that sound like they could be beneficial to CB. Please note, I did not think up all of these ideas and mean no disrespect to their original creators, I'm just trying to create a list of them in one thread.
First, and foremost, the CB Lottery. The list of possible changes for this are numerous. The most prominent idea for this is the Opt-In Option. Being able to choose wether or not you'd like to participate in the Lottery will allow those players who could care less about the Lottery to not have to suffer the money loss. The next thing is more of a suggestion. For those who do participate in the Lottery, the Item Drop % should be set to 5% per fight, while lowering the Money Reduction to 10%. This change would be across the board and apply to everyone, in every BA Regen Bracket so that all will have a fair chance at items if they choose to participate, like a true lottery.
Next up, is a suggestion by GW, Blood Vials. However, I'd like to see slight modifications made to the Blood Vial ideas. The first of which is to have them have a static drop chance, 1%, again regardless of BA Regen Bracket. Instead of being used to get "Legendary Equipment", they would be used to increase the Damage of your team by .25% per Blood Vial until you reach 100%, at which point they would begin to give your entire team a chance to Leech health with any damaging ability up to 30% of the damage done, again at the .25% rate per BV. These Blood Vials would be per team, not per account, but could never be traded away with the team, preventing someone from maxing out a team and selling it to someone else who was too lazy to burn the BA to get all of the bonus from the Vials. And the main reason why I say not to make Legendary Equipment is because as cool as that would be, it would require alot of extra coding and then testing to make those items not completely overpowered.
Next we come to something that might make others cry foul while some will love it, the Wand. I'd like to see an item that is specifically designed for Mages/Enchanters that fills the Weapon role for those style of teams. The Wand, or Staff for that matter, would give a bonus to DD/EO/ED per + on the weapon. The bonus would be a .1% bonus, thus meaning that you would need to get up to +1000 to acquire a 100% bonus. The cost of the +'s would ramp to prevent someone from USD'ing these weapons up too easily. While the Wand/Staff would fill the Weapon Slots on the minion, it would not function as a weapon and would only passively grant the bonus to the minion holding it.
Now, I'd like to point out something near and dear to my heart, Money Sinks. There are a few that come to mind, and a few that used to come to mind but are no more.
The first of which is BA, and the cost of it for NCBs. With the recent introduction of the lottery, the prices for NCB BA seem to be astrological in comparison. I believe they should take a percent decrease equal to, if not greater than, the current decrease in cash rewarded by fights, which is actually 25% and not 20% like the Lottery has instituted. If you're confused, I'd like to remind everyone of the June 08 Changelog which decreased Money Rewards by 5%. For those that don't quite understand, I make approximately 90-140k a day while my BA costs 3,628 a piece, racking up to 696,576 per day in bought BA.
The next Money Sink I'd like to have a discussion about returning to CB is the Tattoo Artist. For 400k, we used to be able to swap to whatever tattoo type we wanted to try out for our strategy without worry of depleting the market of all of its base tattoos. I'm unsure why the change was made, even with locating the August 08 Changlog where its first brought up. With the current market price on base tattoos having gone up so drastically, I see no reason not to raise the cost of the Original Tattoo Artist up to something in the range of 800k per change. This would keep our dwindling Base Tattoo Stock from getting even smaller when people wish to try something new.
Next up is something that was brought up by Ranger and I believed dismissed too quickly, Archery. Its my opinion that this skill should be removed as Bows are the only weapon in the game that require you to train a skill to use properly. Instead of the skill, the Archery ability should be rolled into Bows while lowering their damage by 5%. This would allow Archers the same option as every other type of damage dealer in regards to being able to train a skill to help augment their team, or themselves in regards to solo archers.
And while I'm on the subject of Archers, I believe its time to adjust the pricing needs of weapons, especially those of the ranged variety. For a Tank type team, their entire damage dealing ability is located in their weapon which is regulated by how much money they make. Unless that team is a USD based Tank Team though, its very hard to keep up with your Encumbrance to maximize your damage whereas Mage style teams need only worry about either the amount of experience they've trained into their damage or the level of their familiar.
This next idea wouldn't of hit me for a while until Flamey made a post about it this morning. Back during the days of CB2's prime, the Black Market required very few votes to get out items. Jon decided, to counteract this influx of players, to raise the required BM Votes to get an item into the market. However, we're not in our prime now and the current amount of votes per item has not been lowered to reflect this. Flamey is right in the fact that the current amount of votes needs to be lowered again to reflect the playerbase.
I'm sure there is more but this is all my brain can chew out since its getting close to my bed time. And yes, I'm nocturnal. :P