Again, actions per turn only seem overwhelming because of Warlord and the sheer amount of CC. Let's hypothetically remove CC from the equation. What are we left with? Character that can damage multiple targets per turn. So how would we balance that? Increase the AP cost of AoE moves, which effectively let you hit multiple targets at once.
The complaint isn't wrong, but it's also based on an alpha combat system, poor cc design and unfinished stat systems. You're complaining about the symptom, not the cause.
Give them time to smooth out the core systems before we complain about a brand new feature that hasn't had enough time to be fairly judged. Don't be so eager to return to something familiar so quickly.
aoe is an easily avoidable problem, the issue comes from hitting the same target over and over again in one turn. There shouldn't be so many actions in a turn, an enemy can attack me in melee four times in one turn no warlord involved, it's too much.
what is the cause, if so many actions per turn is the symptom? You haven't actually responded to any of my points you're just saying my complaint isn't valid since the game is in alpha.
The "don't complain because its in alpha" is a bad way to think, as an alpha player, wanting the game to improve. It's important to complain about things as they are when they are in the current build so that the devs can see that when it's happening.
The system is bad, I'll judge it right away, and I'll talk to people about it and remain open to changing my opinion. But you aren't talking about why it's okay to remove a playstyle, or why it's okay to have no risk or player choice involved, or why it's ok for tanks to have no scaling and suffer penalties from armor that is offering no bonuses.