Hi, I've played a lot this past few days (mainly in coop) and would like to share my opinion on the current stat/skill/class system with the DOS alpha tester community.
1/ AP generation
I think the constitution nerf is a good thing, it was clearly to strong (lot a HP & AP), especially for warriors who only had to invest a few points in str (to equip weapons & armors) and toss every remaining points into cons.
Now those warriors need to invest a few point into speed to boost AP generation. This will also boost their movement speed stat.... which is still useless given they only move by using phoenix dive & charge (walking in combat is way to costly if you're wearing an heavy armor... at least early in the game when investing in Armor specialist is not a top priority).
So... no more OP tanky warrior, good.
[exemple] 9AP for 4.1 meter VS jump across the screen + insane damage for 4 AP :
![[Linked Image]](http://s13.postimg.org/6e99me56d/move.png)
![[Linked Image]](http://s18.postimg.org/esbhdfz5z/dive.png)
Now if you were planning to build an hybrid... you're screwed.
I was very interested in the "cleric" archetype and was focusing on str / cons / int in the previous version. Now you have to drop a few point into speed but leveling 4 stats doesn't seems to be a good idea. You'll need str to equip armors & weapons, a few point in cons since you're going to "tank" quite a bit. You'll also need to put point in int in order to cast your regen for a decent AP cost and not be totally outheal by the mage. I don't think we'll have enough point remaining to boost the speed stat...
One way to boost drastically the AP generation is to invest 15 skills point in "way of the warrior" (WotW lvl 5 => +4 AP regen, equivalent to 8 stat points in speed). It's really helping but it feels mandatory for every class (even mage !) and don't feels right.
![[Linked Image]](http://s7.postimg.org/8bckep9vd/wotw.png)
2/ mages & spells
It feels like the only way to build a mage is to toss every single point in int. It increase damage / healing AND is way more AP efficient than speed. You'll also want to level way of the warrior to lvl 5...
Now, i think that the mage damages are relatively low. Sure you can oneshot those lvl 3 undead with a fireball (low fire resistance \o/) and have "good" aoe damage... :
![[Linked Image]](http://s22.postimg.org/5696jag7z/aoe.png)
...but when it come to single target damage (aka boss) mage are quite useless. Removing the cooldown on those low level single target DD (flare for example) would be a good way to give mages an "auto attack". I'm aware that spamming those 50 dmg spell for 1AP (with high int) would be a bit OP and would bring mages to the same level as rogue / archer / warrior but having to rotate those high AP cost / high cooldown spells (fireball, chain lightening, etc) on boss in order to deal damage feel wrong (and you will probably BBQ your entire team in the process since the spell radius indicator is still off).
Also, a number of spells are bugged (radius indicator, watershield bring your HP to 49% instead of 149%, the new fire spell [can't remember the name] can hit 3 times the same target, etc.)
note : is there a cap on how much int can increase a spell efficiency ? Regen is healing for 55hp with 9 int... same number with 16 int. (with the water skill lvl 5 in both case).
![[Linked Image]](http://s28.postimg.org/g4egpqukr/regen1.png)
![[Linked Image]](http://s28.postimg.org/za4ow7s5n/regen2.png)
note 2 : choosing a magic related talent (pyromaniac for example) if you already have the corresponding magic skill lvl 5 is a waste. Sure, most of the "experience" player won't put more than 6 / 10 point in an "element" but it's not really "noob friendly".
3/ Rogue & backstab
I'm quite happy with rogue now. With the right number of points in dex, a few points in const and a lot of speed, they feel very "roguish". High mobility, a bit squishy and insane single target damage... borderline OP :
lvl 6 "rogue" :
![[Linked Image]](http://s28.postimg.org/b0gg3i2mz/backstab.png)
Now just a few things :
- not having any combat skill for a rogue (dex base skill for dague wielder) may feel a bit boring in the long run.
- maybe nerf the backstab multiplicator for 2 handed weapons ?
4/ Game difficulty
We never used a henchman (bugged in coop... or was it fix?) and still managed to finish the available content quite easily with many different builds / classes... and no, nerfing the AP generation / cost is, in my opinion, not a good idea for improving the game difficulty

That's all for now !
Do not hesitate to share your opinion on the current build !
What do you think of the last changes ?
cheers !
Loug'
PS : will edit the post with more info / screenshot if i find the time to do so
