As of build 156. Damage and Cool Downs (assuming we're stuck with this, here are things that need changed for balance purposes) I know it's pre-alpha. So although I'm going to talk a little about things "being overpowered" and I'm going to talk about "damage" and "cool downs" I'm also going to try to avoid saying things like "X skill does 3 more damage on average than Y skill". I know that's not going to be helpful. Instead, when I talk about something being "overpowered" or broken, I'm going to talk about it conceptually in terms of how this impacts Rolelpaying, because this should be everyone's number one concern. If there's a specific areas where the devs would like to hear possible solutions, I'm sure I could write volumes on that. But for now I'm going to offer only feedback from one roleplayer's point of view. - The glyph system is not "the problem". The glyph system is a good idea that has a lot of potential, but the implementation of the glyph system has been poorly applied to a roleplaying game. As stated in other threads, the backbone of this combat system is designed with modern MMO powergaming in mind. The combat system is rooted in contests of DPS (Damage Per Second). At the end of the day, the design rewards players that min/max builds, and not players that think on their feet or come up with a strong pre-planned strategy. Best Builds win the day, and that's not good for roleplaying. - Staves and Wands are currently overpowered. Not because they do too much damage (they do not), but because they work as a ranged autoattack that works as long as you're not casting spells or actively doing something else at the time. Players can use them while running (even under the shoulder sometimes) and they do not require focus. They are essentially a FREE attack at range. Oh yeah, they're also fantastic at interrupting opponents spells. Staves require no reagents and suffer very little durabilty issues becauase players are using them at range and not hitting things over the head with them (I assume, or maybe they just have a very low durability modifier). All in all, staves and wands are whack. - All (or almost all) of the combos tell players to be hybrid mages. This may have been for testing purposes, and that would be an understandable position to take. However, traditional roles will require just as much testing here as hybrid roles, so I don't buy that argument. To me this speaks directly against roleplaying (or at least in-spite of it), saying "you're going to have to use a little magic to compete" and "you need to carry weapons to win in pvp". Although I know this can easily be rectify, I'm not really interested in having more traditional (all magic) or (all fighting) combos, as much as I'm interested in having a combat and magic system that encourages THAT more than it does super hybrid tank mage. - Deck Swapping seems reasonable when I think about a player using a bow, and then putting that down and using a sword. But it doesn't sound reasonable when I think about a player in full platemail wielding a two handed axe, swapping a deck and turning into a robe wearing fire mage in the middle of combat! I don't really want to fight against Player Megatrons that are more than meets the eyes. - I'm not sure why we have the ability to have 1 to 5 glyphs? If most players are anything like me, then they probably MIN/MAX their decks to either have 1 or 5 glyphs. 1 for a spell you only plan to use once, like the Fire Elemental. You can lock this glyph down and then use it prior to entering combat. Or 5 for a spell like Fire Arrow that you intend to spam all over the place (heck you'd probably put all 20 spells as Fire Arrow if they'd let you!). - Speaking of Fire Arrow. Why in the world does Ice Arrow need Reagents and Fire Arrow doesn't? Casual over-site? You guys hate the water spells? I'll take a reagentless Fire Arrow over a reagentless Ice Arrow any day. Again, I know this can be fixed easily and the devs have bigger fish to fry right now. That's not the point. This is an example of one of MANY things that will never be balanced in this system. Because think about it, what are the options? They could make everything require reagents, or they could bump Ice Arrow down to a 2nd tier spell (adjusting damage and cool downs to be more in line with Fire Arrow). But what unintended consequences does that have? If Fire Arrow and Ice Arrow are now both the same damage and cool down wise, isn't that just encouraging players to have 10 instead of 5 magic arrows in their deck? There's no balance here, it's all just shuffling around the imbalance. That's exactly why these damage and cool down systems never work right and there's always a "best build". - Knocking someone down or knocking someone back has very little meaning. Which is good because there's no active way to block it in the first place. But when someone gets knocked back, with for example a Mace, it just makes it so you have to chase them. Even if you're using a polearm the advance you should receive is really not something you're receiving with these skills because your opponent gets back up so fast and you're out of range and (often) unable to hit them for extra damage. (experiences may vary with this one, I'm sure some people will claim to be an expert at hitting people when they're down or manipulating the battlefield with these crowd control options, but I think that experience will be rare). - Shields are static and (practically speaking) non-functional. Again, everything is damage (and damage reduction) and cool downs. Shields can't just be a defensive value or a skill that you use on occasion because you have it. Shields should BLOCK and help set up COUNTER attacks. Of course, if you can BLOCK and COUNTER ATTACK, then there's absolutely no need to have damage and cool downs of any kind. We could take that completely out of the game and be all the better for it. - Fighting is too long and too twitchy. I hit you with a fireball you're dead. The end. That's the way it should be. Can we balance this? Absolutely we can balance this. Can it be fun, absoltuely it can fun. Will it happen, it sure doesn't look like it. - Why can players move through MOBS and other players? During PVP, I often see players attack and move right through another player, then turn and attack that player's back as they try to figure out where their opponent left. It's an incredibly smart and understandable tactic, but it's horrible for roleplaying and it's counter to any type of competitive play. In short, it's a cheap move that exploits poor design (yes it's pre-alpha, I get it). - Range between opponents is important, but more so for players that carry traditional combat weapons (mace, sword, dagger, etc..) It's very difficult to judge where your opponent is. The skill tree lights up when a skill can be used, but often this is incorrect! A player or a MOB can be on a rock or a weird incline in the game and you'll think you're hitting them but you really aren't. I think the coding for this "highlight" should be changed to automatically calculate if ACTUAL damge will occur and if it does, then and only then would the highlight appear to show that you were in range. Yes I know this is going to take more server traffic, so if there's a better way great - just giving feedback. - Latency in PVP is a big issue, it will always be a big issue. Unless of course we create a more controlled (turn based) like environment. It doesn't mean we need to take everyone's freedom away. It just means we have to be more thoughtful and less spammy with our attacks and we have to have more QUALITY movement versus so much QUANTITY movement. Meaning instead of having 30 second battles where the average player attacks 40 times and moves 50 times. Maybe we could find a system where players move and attack at half that. - Reagents for some spells but not others hurts roleplaying, but it's also harder to balance (see Fire Arrow example above). There are also many spells where it just doesn't make any sense to allow spells to be cast (unless it's just for testing) without reagents. Summoning a Fire Elemental is a great example, but so too is creating a light spell. Why would anyone need a more powerful light spell when it doesn't cost anything to recast to begin with? - Off hand attacks need to be more dynamic. Instead of making off-hand attacks have their own skills, I think you should make them ALL combos. The off hand just doesn't attack at all unless it's part of a combo. This should actually be easier to balance with the other skill trees by doing it this way, and it gives more of a high level attack to people using two weapons. As it stands right now, because the off hand attack is it's own skill tree, every time you use your off hand, you're NOT using your main weapon. That's never going to balance correctly doing it that way (in this DPS intensive system). That's all I have for now. I may add more to this list if something else of value comes up.