Hex eater has always bothered me. An impossibly high level enemy shouldn't just stand there. Ever.
I can see using up their voodoo, so all they can do is poke. But I can't see them being incapable of regenerating voodoo. If all they have are weak attacks, fine. But zero? Gah. Wouldn't they at least try to step on my toe? After five seconds or so, you should need to drain more of their voodoo.
The other major thing about hex eater, is that it is pistol only. Why not wipe poison on your cutlass with a cloth? The poison will only last a moment. Why not have hex-eater daggers? Smelly incantation-preventing grenades? :-)
Ah well. Can't complain about it with a straight face. Too incredibly useful, but horribly unfair to those poor molusks.
Furthermore, I don't think anyone shares this complaint. The way the molusks act now is about right for the target age group of the game.
Ship vs. Ship (SvS) improvements/suggestions/ideas
For SvS, I'd like to see maximum repairs at sea, CAPPED at 50%. Like docking, you should not be able to repair while under fire...you certainly wouldn't be doing your finest craftsmanship. If you can repair while under fire, it should be at 1/10th the rate of repair (for thirty seconds from the time hit.) Want to repair? Get all the stinkin way out of battle.
I think it is a mistake to eliminate repairs-on-the-run. Having reduced repairs possible would get people riding on the ship involved again.
Look again at the typical situation in SvS: it isn't the people using repair-on-the-run, it is people using auto-repair (four or more times faster repairs than are possible without cheating, even when alone on a boat.) If you get a full crew together and successfully attack that ship,
it will run. Your max "full sail" and someone else's max "ramming speed" won't permit your war sloop to catch their magic speed. But your finer gunners will peg them with occasional thunderbolt...which seems to make them go even faster, once their masts are gone. When the glitched enemy ship hits "The End of the World" and turns, they magically have 100% hull, 100% sail. Obviously, they didn't sink anything in the last 4 minutes while they were running...so salvage isn't the excuse. Obviously, they can't legitimately go from 5% to 100% in 30 seconds (since you last hit them with thunder.) Swinging around, into them, they are magically invulnerable to grape shot. 21 shots of fury from my level 40 pirate all do ~90 points of damage...leaving their hull at 100%. Their first shot to hit then, is a single (triple) thunderbolt with quadruple open-fire, sinking us instantly.
Now, when I think of the little kids playing this game, getting smacked silly by the glitch-bullies, I get very irate. When I'm able to see it first-hand, I get furious.
I don't think taking out the "equalizer" is the right choice. Taking out ship repairs ENTIRELY from SvS would be much better. Adding ship repairs to standard NPC sailing would be reasonable, but in SvS, just causes too many problems. Far, far too much ill-will. If ship repairs are to be kept, they should at the very least be capped to 50% at all times. Only a true shipwright can do real repairs.