Hey there, I’ve been playing quite a bit during this closed beta testing phase and managed to come up with a few points that devs should take a further look into:
Archer class needs further adjusting in my opinion, I played Archer/C3 Ranger to around level 110 and suffered from a huge dmg starvation during levels 60~85 (basically ended when I was able to proceed to C3).
Time Bomb Arrow is one of the most inferior skills I have seen in this game so far.
The damage is sub-par to other skills, the cooldown is waaaay too high and the only useful aspect of this skill is the knockdown which doesn’t even work on bosses.
Time Bomb Arrow isn’t the only skill that suffers from too high cooldown, Spiral Shot and Bounce Shot should have a slightly lower cooldown and Barrage should have a lower SP Cost.
There are probably a few more adjustments that can be made for the archer classes, many people gave their feedback on them already.
Some skills in the game feel out of place for its class and outshined by other options.
You are limited on points already so why are there skills that aren’t even worth putting a single point into?
I think the skills on a class should have equal standing in usefulness, with 1 or 2 being superior to the others.
That way you promote build diversity even when people might play the same class.
Low channel amount in higher level areas needs to get addressed.
Only a low portion of players during this closed beta actually made it past level 70~80 but I can assure you this will turn into a huge problem when the game launches.
Areas with only a single channel will be overcrowded and people will be frustrated over their progression.
Broken droprates on certain items… Ashrongs make for really easy money as they seem to drop a Hasta Recipe 30% of the time.
Take a look into droptables and item values and furtherly adjust them. Recipes should be more common than pure equipment drops unless it’s of higher quality.
Weapon damage doesn’t seem to matter at all, the small increase you get from enchanting seems like a waste of money right now and your character level seems to have a much bigger influence on your damage.
I would love to see some weapon damage scaling on skills instead of just adding a flat amount of damage to your attack.
You could even go as far as adding status scaling to some skills, so people can diversify their builds even more (focus on certain stats to improve their fav skill damage).
I am not too keen on the gem system either, it’s a nice idea but the gems right now seem really bland.
Add more special gems and gem recipes to craft out of previous gems, combining their strengths or giving them new properties.
Some ideas might be extra damage against certain enemy types, chance to cause extra elemental damage on hit and lowered SP consumption.
You have an elemental weakness table but no way to properly access and use it to your advantage.
Certain classes have a real easy time dealing with certain type of mobs whereas others have little options.
You could add some elemental enchantments for weapons (not sure if this is planned with a future class) or use the gem ideas from above.
More unique attributes need to me implemented.
Archer gets the insanely strong 2-Hand Bow attribute that increases your damage on flying monsters, we need more attributes like that!
Classes need a more unique touch to them, which can be achieved by having unique attributes for certain equipment types.
+xx% increased attack when equipped with a sword.
+xx% chance to cause bleeding with every attack when equipped with a spear.
I am sure you can think of something nice for every class.
One thing that bothered me the most is the warehouse.
You only have a single page available which isn’t even shared between the characters on your account.
Definitely add a way to get more tabs/pages and make it account-wide.
Maybe even go as far as having quests upon certain level milestones?
An idea might be a quest where you have to bring the warehouse NPC wood material so that he can make a new stash for you or something similar.
Right now it doesn’t seem as if the armor type you wear matters too much.
I don’t know how it is further into the game or at endgame but I was hoping to see bigger impact coming from your choice of armor.
There is no penalty for wearing cloth type armor together with leather and plate at the same time.
There is nothing stopping you from stacking up on the best attributes spread between different armor types.
The attribute that grants you bonus for wearing the same type of equipment in all slots is a good start but it feels too weak to have a real impact for me.
Make the choice of armor matter more than it does currently.
Grant bigger bonuses for wearing the same type and give a penalty for wearing a mix.
Reagents for skills is another issue I can see that is obsolete.
There are sooo many skills ingame that require a catalyst/reagent which forces you to carry a huge amount around all the time which take up a chunk from your weight capacity.
The buffs requiring reagents only last for a short period of time and aren’t rewarding enough.
I am not sure about the attacking skills that require reagents, like Wugushi so I can’t talk much about that.
Overall I just want to say that reagents/catalysts should be reconsidered for most skills.
Equipment tiers are horrible right now, it would be better to spread out the available gear across a wider level range instead of having tiers of gear on certain level milestones.
The only positive aspect I see in the current tier system is that you can gear up alternate characters easily with the best tier equipment.
Having a steady progression on items in an MMORPG gives a more fulfilling feeling while playing as you aren’t stuck to using the same items for a long period of time and keep on growing.
There also need to be more equipment choices, it’s okay to have few options in early game where your level is quite low, but later on it provides more fun to choose which weapon you want to use instead of having THAT one item that outshines everything else.
There are way too many boss monsters on every single map, it was cool at first but they quickly just turn into huge tanky sponges that just eat up damage and dont really put up much of a fight.
Now this is easier said than done, but I think many bosses need rebalancing to actually feel like a boss fight.
Many bosses suffer from the “too slow” syndrome, which allows the player to dodge every single attack without even looking.
Then you have bosses that have huge AoE attacks that you can barely get out of, but they do little to no damage…
You see where I am getting at right?
There is absolutely no need for partying up in the game so far, you can even go as far as solo dungeons yourself.
Adjusting bosses might help in this case, the only real boss fight I had trouble with was Bramble to give you an idea.
Overkill system is a good touch but sadly it scales off the maximum health of the target instead there are very few classes that can effectively use this feature.
You need tremendous amount of damage output on a single hit to get an overkill even when the target is low on HP.
It would really benefit the play experience if the overkill formula would get a slight tweak to make it more accessible.
Leveling would be a little bit less of a hassle and more enjoyable.
I didn’t try out companions so I can’t really say much about them, the idea is cool though.
Other people are saying that they seem to be useless right now because they are always behind in experience and are outscaled easily by mobs around your level.
Last but not least, I dont want to see the removal of strong skills and class combinations out of the game.
You should rather try to balance and tweak them to the right place and get other classes on the same standing by buffing weaker skills / combinations.
Certain class paths need “stepping stones” to reach so it’s good if you can pick up valueable skills along the path, if you keep removing and adding new skills as inferior options then it’s kinda upsetting.
Instead of completely removing skills out of the game… just make them weaker and add the skill you had as a replacement as an extra skill instead!
That way people have more variety and options~
Sorry no TL:DR.
This was kinda lengthy but I hope some parts gave a good insight of a player perspective.
I know there are people who are going to disagree on most things, so voice your opinions if you’d like.
This game is really fun for the time I’ve played it and I hope to see it improved and in an even better state in the future!

