I asked that because, imho, some of the new hats and the documented for Expanded classes, lack both things. But I’ll not talk about it, what is done is done.
Just let me give my 2c from a returning/new player point of view about what really helps leveling in an old game with an inflated market, because lets be honest, its very hard for a new/poor player to acquire good gears nowadays, and these Hats can be a game changing perspective for them, or not. Its in our hands.
Warning, wall of text incoming.
First, the 2 worst problems for new/poor players is the lack of damage and bad survivability, and these problems create a vicious circle: if you cant kill things fast enough you will die; if you cant survive long enough you cant kill things. Also, the lack of damage for freshly created 3rd classes is also caused by the lack of skill points, while some classes can pick their lvling skill of choice with few points (like 8-9) others have to invest lots of points to get it (20-25), and this make things worse.
With the above said, Imo, the Community Hats should help the class to increase a bit of both: damage and survivability. But, and a big but here, it shouldnt be better than any endgame hat (yeah, I’m talking to you, Shrine Maiden), neither it should be BiS for any class. Its purpose is to help, to allow something alternative and fun to work, but it cant be the Go To headgear for any class.
And what botters me is that most of the suggestions in this topic is based on Full Geared players, or for an endgame build.
Thats why I’m writing this text. We need to focus on what really matters.
But its ok, lets move on.
When I first saw the new hats I asked myself: “Why it have lvl 100 requirement?”
My first proposal for the Hats: if its to make leveling easier, shouldnt it be lvl99?
So we can wear it asap after changing class.
Second proposal: Over refinement required to activate bonus should be +7 at max
What I mean: from a new/poor player perspective, refining a piece of gear to +9 is almost impossible (I've never done that, even with a lvl3 weapon), while refining to +7 is very much viable. If the point of these Hats is to help new players, why it have +9 requirement? A new player will never get that, and will need to rely on buying from old players, and the purpose of the Hat is gone. So, instead of bonus to +7 and +9, it should have bonus to +5 and +7.
Third proposal: all hats should have sinergy with the proposal build.
What I mean: lets say the Hat aims for a build that uses a high intensive skill spam that drain your SP a lot, it should have some ways to help regain some of that SP (not all of it). If its for a class that can sustain some damage and need to mob monsters at a close range, it should give some form of HP gain. If its for a ranged build that dont need much HP/SP gain, it should increase defense (reduced damage take, flee, move speed, wtv).
Of course, it shouldnt be OP and cant be better than already implemented Leech hats/gears (RWH, Vana, EDA, etc), but it should help a bit.
Thats it for now.
I’m working on some ideas for the classes I know a bit of and will post soon.
Thanks all for reading and sorry for my bad english.