As I’ve been playing the game and enjoying it so far, I’ve come across a couple of worries that I don’t feel would even be able to tested within the confines of this beta. The first is that how skill damage is almost entirely based on what level the skill is and how strong your weapon is. Many things such as this or certain buffs seem to add a flat increase, and while that proves valuable early on, it weakens it’s overall effectiveness late game. This can even be seen in builds where strength or intelligence can largely be ignored in lieu of spirit or dexterity, allowing a person to have high critical rates and more sp for more skill spamming, while their damage is unaffected.
One of the great aspects of this game is the multitude of classes and how people can create their own unique build and identity, but this can be lost if 90% of the early classes abilities are useless later on. You should be able to take an aspect of each class as you grow, and combine them in the end to have your own build with its own strengths and weaknesses. If scaling proves to be a large issue, then you have a game with 80 classes where maybe only the last 10 or so define a character, and that I feel would be a huge mistake.
With a change that has already occurred, allowing more freedom in choosing classes with each advancement, it would be nice if scaling could be looked at. Make more skills based of a % of your attack and make it so that strength and intelligence are used for more than just your auto attack.