Firstly, nice game. Some may not like the content out but the free patches have been fun for me and my partner. Leveling was a blast and quite easy. We’ve really been enjoying the game but I’m seeing a trend in things and it’s putting me off continuing to play.
The mechanics of this game, as advertised, are no trinity and play as you wish. The problem with that is you’ve made the general content revolve around mainly one thing, DPS. I feel this creates a problem in many aspects of the game. You’ve basically scrapped the trinity for the DPS duo (DPS and DPS support). You’re basically creating a bottleneck effect by pushing people to be high dps, or play the way you want but you won’t be as effective. This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.
My suggestion for this problem would be to give each class 4 trait trees that allow them to play different aspects of each class. Such as, a tanking tree, a dps tree, a healing tree, and a group healing tree. So, each class can experience a different aspect of the game. If you need to be a certain role for a dungeon just pay 3 silver to be a great tank or you can be a jack of all trades and do a bit of everything well. It’s not a trinity per say but more of a role placement. This way you can truly play whichever way you want and still be effective. You’ve alienated people who like playing healers and tanks. This option gives everyone the best of both worlds.
The next problem I’ve identified with this game is the active defense system. The main problem with this system is one thing, LAG. No matter how fast your reflexes are no matter how good you are at reading skills if you lag all your skills count for nothing. For example, you’re fighting a boss with a one shot skill. If you lag for half a second during that skill your dead, no matter how skilled you are. The saving grace I can think of is if you happened to pop an invuln skill before the attack. How fun is that?!
My suggestion for this would be go back to a passive system but enable the choice to choose our defense through gear. That way you’re allowing us to be more tanky but we have to sacrifice something to obtain it. That way if we’re fighting a boss with a one shot skill and we lag we have a chance of survival, because right now we don’t(outside of that one I mentioned).
These mechanics also translate to the pvp aspect of the game. Damage is good above most else. I, myself, play a Hammer and Longbow and I do fairly well with my build but high dps classes still kill me before I can outlast them. The other problem with an active defense system is you’ve created a race that is really short in stature and is hard to read when using skills. Thus putting other races at a disadvantage.
You’re creating a dynamic that is boring and very one sided, in my opinion. I would like more choice. I may get hammered and flamed for this post but it’s my honest opinion that this is a great game and it could be amazing with some tweaks.
Cheers