Insert introductory flavor text here. Sorc/Warlock ability keybinds/hotkeys, no more switching your weapons to select different abilities, allowing players to use their support and offensive abilities with two separate bindings. Reduce iframe time on dodges, preferable so the beginning of the dodge has the iframes, turning it into a skill based twitch counter. Increase the amount of time it takes for a player to be able to fire their ranged weapon after a defensive bash, preventing or at least slightly mitigating the tactic of dbash stun backpedal headshots, which currently has more damage output then melee weapons in melee. Decrease**** the wind-up of both the power axe, and power maul/clubba weapon types, making them more viable compared to chainswords/powerswords. Do not allow light attacks to get in damage whilst a powerfist is winding up a light attack (may be a bug?). Do not allow Sorc classes to even target/have their healing ability stick to MoK players. Give orks a 2nd general QA pass, they're filled with animation bugs, such as the shield door flap bug whilst crouching. Offer an incentive for finding and recording reproducible bugs, glitches, or exploits and advertise it somewhere. Reduce servo skull health. Fix the sound bugs that have persisted since EC was playable on steam Give factions with one capture class (Eldar, LSM) a wargear that can start a capture much quicker at a cost of some LP. Elite units can't be OHKed, they'll be hard cap reduced to 1o health (with cooldown) if they take enough alpha damage to down them at once. Spawn invulnerability that lasts for 3 seconds, and wears off as soon as the user does any action (before you raeg, this is due to how on some maps, the spawns are so awful a heavy weapon class can easily camp it and farm kills, and the inability to locate spawns where enemy players currently don't have a LOS) Slightly increase movement speed whilst charging an attack. On conquest attack/defend gamemodes increase the amount of time attackers start with, currently it's very easy to delay an attacking team, then turtle/defend a single point that heavily favors the defenders. Add capturable spawns that don't contribute to match victory, currently the meta is heavily reliant on squad spawns, and matches can be decided in the first 5 minutes if the attacking team loses their squad spawns within the first wave of their attack. Increase the attack and impact damage of master crafted weapons slightly so they're more viable for their huge 100lp cost. Durability currently is pretty much a worthless stat. Give Mark of Khorne a 5% melee damage increase buff and regain full health on execution. Give Mark of Tzeentch give a 15% armor increase buff Allow defenders to choose where they spawn, and if there's an enemy in close proximity to the spawn, lock it with a short cooldown. Allow us to convert advancement points into requisition and vice versa at a very reduced exchange rate Give Painboyz access to unique sikky slugga that heals targets and poisons enemies. Give painboyz access to "pain" choppas (never forget about the pain klaw) Add a vehicle que so players don't spawn in their main or by the vehicle terminal if no vehicles are available. Increase the vault/climb animation speed for ground assault classes. Make tickling fire automatic Make boon of change last based on how long it's charged Give Eldar tassel, cloth, and tabard based cosmetics Make striking scorpions a lot more transparent when crouched and standing still Add a "shocked" debuff to Destructor, which increases cof and lowers movement speed of the target Make Warp Instability have a debuff stat (so it has to cooldown from a target), and make it lower the movement speed of the target. Increase the damage dropoff of CQC barrels, as currently due to map design, there's very little downside to equipping one. Decent comment ideas posted below: Make the scope toggle persist after respawning. Add a small UI element to show when your scope is toggled Increase default armor of melee classes EDIT: Thinking about it now, armor is a lot more important for melee users as they're more likely to receive damage whilst bridging the gap.