Honestly don’t care about new classes, what I care about more is making itemization work, both be impactful but not character-defining material
Would also like to see an emphasis of different playstyles, i.e. things like
DirectDamage vs AoE vs DoT, or things like
Close-combat damage vs Long-range overwhelm vs target-sniping
And a really well defined hit-effects that have different impact for each style
For example:
Melee: Crushing blow, Knockback, Armor penetration, Bleed, Stun, Backstab, Knockdown, Airbourne, Combo-hit
Ranged: Critical hit, Pierce, Shackle, Root, Curse, Ignore defences, Execute, Double-stack (DoTs and Debuffs)
AoE: Focused hit (targets in middle take more), Overcharge (targets take extra based on targets hit), Curse, Blind, Knockdown, Spectral-hit, Airbourne
Things like that…
Long-story-short, think we need to have a distinguished experience per type of attack so we can feel the difference in playstyle better (ofcourse this should at least somewhat apply to mobs as well), and based upon weapon-type used to have QUITE THE DIFFERENCE between using one skill or another (at least those that are used in semi-direct manner)
Here are some examples:
Sword:
ATK : 1500
Minimal damage: 10 (guaranteed per hit, no matter what)
Attack-speed: 1.35
Hit-Effect: Bleed (18%) **
Melee-effect-damage-multiplier: 80% **
Axe (throwable):
ATK: 1500
Minimal-Damage: 25 (guaranteed) **
Attack-speed: 1.1
Hit-Effect: Armor-pierce (5%)
Bonus-damage on thrown attack: 85% **
Backstab bonus: 50% **
Melee-hit-effect-multiplier: 15%
Wand:
ATK: 1500
Minimal-damage: 5 (guaranteed)
Attack-speed: 1.7 **
Hit-effect: Chill (15%) (chill = damage suffered from all hit-effects increased by 50%)
+55% Fire damage from all sources **
e.t.c.,
I deliberately made the numbers be distinguished and different (night and day, as they should) for each weapon, the Sword has a high inflict-bleed chance and a 80% bleed damage multiplier (both marked by **), the axe has a high minimal/guaranteed damage, high bonus damage for throw attacks, and a nice backstab damage bonus multiplier for those that want to play riskier, the Wand has a significantly faster attack speed than both (especially compared to the Axe) and has a really high (55%) bonus multiplier for all damage sources that are of type fire
That’s how it should feel (most of the time), items must feel like a day and night thing to emphasize one thing and neglect another, here’s another one for example
Axe (Two-hand)
ATK: 2400
Minimal-damage: 100 (+75 additionally from behind)
Attack-speed: 0.75
Armor-pierce: 25% (hit-effect) **
22% chance to reduce target’s attack damage by 50% (debuff) **
Maul (Two-hand)
ATK: 2400
Minimal-damage: 50 (+200 ** additional damage if target is dazed - bashed or stunned))
Attack-speed: 0.88
Bash: 15% (hit-effect)
Stun: 25% (secondary hit-effect, can happen only under effect of Bash or debuffs)
15% bonus damage in close range from all sources **
Staff (Two-hand)
ATK: 2400
Minimal-damage: 22 (+50 ** additional damage if is debuffed)
Attack-speed: 0.88
Root: 15% (hit-effect, debuff)
Shackle: 25% (secondary hit-effect, can happen only to targets near a rooted one, debuff)
75% increased overtime damage to targets affected by debuffs **
25% increased debuff or curse duration
Even though both are 2-hand, the Axe is obviously intended to shred armor and backstab (even reduce the risk for such thing cause there’s chance to reduce target’s damage as well) and the Maul is used for general close combat (any close-range attack, even elemental damage is increased) with high CC potential for direct fight…, and the staff is used for - obviously damage over time (77 per tick guaranteed for all overtime attacks, against debuffed)
And go with the differences even further, say if having a Dagger equipped want to have things like:
Dagger:
ATK: 1200
Minimal-damage: 6, stacks up to 5 times (when target repeatedly attacked)
Backstab-bonus: 150%
Bleed: 15% (hit-effect)
5% damage returned as life vs bleeding targets
See the difference of the Dagger compared to say a Sword (or even the Axe) now ?
Regardless, you get the idea, the important part is to have SIGNIFICANT DIFFERENCE in both feel (and outcome) of wielding one weapon type, compared to another, like a day and night thing (have it not even close, and stray away as much as possible from “generic” ones)
If they nail THAT PART, I think people will feel satisfied and perhaps even rather than asking for more content they might rather ask to deepen a bit the one that’s already out