A number all small issues none of which deserve their own thread but all of which I suspect warrant discussion Power as a mechanic Currently I'm not 100% sure what power is supposed to achieve as a mechanic since at any point it only has fairly minimal impact on my actual gameplay decisions or when it does they aren't interesting impacts. Currently the power bar is large enough that for most skills killing two or three enemies in a row regardless of how power efficient you're being in the skill isn't a problem on the other hand running out of power when the fourth enemy comes along means either drink a power potion or die. There are currently a few ways to absolutely trivialise power (battle chem golem, psi-power wave, pineal juice, bag full of power potions) all of which remove any element to budgeting for a longer fight, however in combat power regen is so low if you're not using one of them that running out of power is indistinguishable from running out of health (barring some spectacular absurdities with Beast Metabolism regen which I've suffered from before). The only combat interactive element of it is realising you need to drop down to spamming your basic attack early enough that it will actually get you through an unexpectedly long fight. Thoughts on how to make power interesting and combat interactive: Make it moderately fast regenerating in combat with a smaller pool so you actually have to be concerned about what abilities you're using when more immanently than 3 mobs down the line (similar to rogue's energy in WoW though possibly not that drastic). In such a case foods would probably want to increase your power pool rather than be significant in combat regen. Make most of the basic filler attacks either free or power positive, at that point there's no risk of running out of power for the purposes of being totally unable to fight, the decision is then which of your power costing abilities will then best help you win the fight. Restore power through being hit, make it a little more like rage and just accept that the limit of your power is the limit of your ability to cleverly stunlock and kite and thus the point at which you actually have to start getting hit in the face. Skill Synergy and Gearing for two skills Having seen your post on pet classes which included the assumption that players power comes 50-50 from their two active skills I'm a little concerned that that doesn't in the slightest match up with my experience of playing the game. To a certain degree this may be a consequence of the default keybindings and their interaction with the skill bar system (it's fundamentally awkward to try to use any attacks bound to 7-= as actual main rotational attacks without either clicking them or taking your hand off the movement keys completely) meaning that you most definitively have a primary skill (bound 1-6) and a secondary skill (bound 7-=). This tends to mean that even before you start gearing you want to select one skill for its offensive capabilities and a second for a selection of near passives and panic buttons (psychology, mentalism, battlechemistry are the three that fit that bill). A very notable aspect of this is that as soon as you're taking on content that isn't absolutely pushing you to your limits you probably don't need the panic buttons and the passives either can be survived without or just aren't actually that interesting to say that they're half of your skillset. This problem is further compounded when it comes to gearing (in cases where you have sufficient access to gear that you're actually picking affixes you like rather than ones that are better than nothing) since for any given piece of gear the chances of it having affixes for both of the skills you're using that you actually like and find helpful are vanishingly small given chances are low enough that it has the first skill you want at this point thus for every gear slot you are given a choice between an item that boosts your main skill and one that boosts your occasionally used secondary skill. Occasional synergy items exist but the direct synergy ones now in mentalism seem exceptionally awkward due to being single skill pair specific, the staff ones don't seem to have a version that boosts fire magic which is the best skill to pair it with, unarmed almost anti-synergises as a skill with mentalism so the barrage increasing psychic damage affix isn't that useful, finally leaving psychoanalyse boosting psychic damage which I have actually made use of. This one as a design issue I have no idea how to fix other than potentially embrace it and accept that main skill/empty slot won't be more than 20% behind having an actively useful second skill. Levelling later skills Currently once you have one well geared level 50 skill (for example mentalism as it's the worst culprit, though archery would easily take its place for a lot of skills) the best way to level any subsequent skill if the main thing you're interested in is having it at high level rather than the entire levelling experience of it is to use it once per minute whilst almost exclusively using your high level skill to farm tough enemies (Tor-Uraks or the Placeholder Bosses are my current favorites). This method is faster by quite a long way than trying to level a skill the normal way by fighting level appropriate enemies, it may even be faster than trying to level a pair of skills by fighting level appropriate enemies. The major effect of this is to make levelling content obsolete much more so that I think you intend as from design blog posts I've gotten the impression that the games main content should be levelling later skills for synergy levels once that's implemented properly. My main thought for fixing this makes me think of trying to split xp in some way based on active use but on the other hand that probably screws over levelling support skills such as Psychology or Battle Chemistry. Kiting and Grace Range Currently most mobs completely can't deal with you walking slowly backwards away from them whilst using ranged attacks, partly this is due to melee mobs moving at roughly the same speed as you, but most of the issue is that both players and enemies suffer from lack of grace range and thus will regularly fail to make attacks against moving targets at the edge of their range as the target moves fractionally further away between attempting to execute the attack and the attack actually going off. This problem can probably be reduced in two ways, firstly adding a bit of extra range to player and enemy attacks in which it will still go off (but the attack can't be started unless the target is within the original range), secondly not causing mobs to stand still in order to make their attacks so as you don't naturally make distance on a melee npc whenever it actually gets an attack off on you. +loot chance This is an affix I wish didn't exist and probably for the sake of the game shouldn't exist. Admittedly it only exists on two item slots so unlike the degenerate example of it I know best (Diablo 3) you can't gear entirely for magic find however here it still has the same issues it has in Diablo in that for the slots with magic find available as soon as you're comfortable killing things without the stats from the gear you're replacing with magic find you should be swapping your gear over to magic find or you're clearly not getting as much loot as you could be (and why are you still farming if it isn't for loot). The degenerate part of it is that you never actually get to use your better gear is you would be losing magic find and there's always potentially better gear to find. Potentially a decent replacement for this if you still want to have loot related affixes is loot affinity, increase the chance that any loot you find has affixes for the skills you are currently using (not increasing the total amount of loot just reducing the amount of trading you need to do after to get the loot you want). Mob Pulling Mechanics I get the feeling these are really opaque to most people and so I'll put in a little explanation of how they currently work and note that I'm not sure face pulling should be quite so superior to pulling with a ranged attack given how intuitively people seem to be counting a token ranged attack as a major boon for a skill. Mobs all have a given agro radius, which varies with the mob, whenever someone walks into that agro radius that individual mob will start charging towards them ready to kill them. In addition to that whenever a mob is damaged it sends a social agro pulse to all similar nearby enemies (goblins call other goblins, undead call other undead, etc.) this agro pulse is centred around the monsters current location and can in some cases be a larger radius than the ordinary face pulling agro radius making shooting a mob with a ranged attack approximately equivalent the briefly running into melee with it and then teleporting back to where you were standing before. This becomes a major issue with ranged attackers who can't be trivially pulled back and subsequently require line of sight pulling on some element of the surroundings (temporarily blocking line of sight by hiding behind a pillar and waiting for them to come to you) In this case I would be tempted to either weaken the social agro pulse so ranged pulling is less sub-optimal or make face pulling trigger the social agro pulse to some similar degree (which would need careful balancing to ensure that you didn't end up with cascades of whole corridors). Weapon Limits on Viable skill pairs Archery has introduced an interesting mechanic, that of swapping between a main hand an off hand weapon. Sadly that mechanic is currently a bit clunky since it swaps back even for things that don't require your main hand weapon such as armour patching or mentalism however the basis of this mechanic could probably be used in a much more interesting way than it's being used now. The idea of swapping between a main hand weapon and off hand weapon with a short switching animation could work well with any weapon pair, the additional cost being that you aren't wielding a shield in your offhand and have a slightly clunky switching animation compared to those who use skills that synergise better. On the complicated side this would require the ability to chose whether to equip weapons in the main hand or off hand slot which is new technology and correctly identify whether an ability requires swapping weapons or is just unusable at the time however this could give a lot more space to actually interestingly select your skill combination. Gardening High gardening skill currently does very little since the flowers require high foraging to appreciate anyway and if you plant even half of the flowers you pick whilst levelling foraging you will max out gardening trivially. In addition high level gardeners have no advantage over novice gardeners for the purpose of growing vendor purchased things since both can only have 2 in the ground at a time, a mechanic similar to fletching to limit the total number of non-flowers you can be growing at once could be nice. Also fertiliser is annoying for being made 3 at a time when plants are grown 2 at a time with no way of emptying the bottle full of fertiliser you are potentially left with. Skill Summary It would be nice if the skills page showed the sum total of bonuses you get from your current level in a particular skill. Eg, level 50 fire magic would say at the top +150 health, +100 power, +5 fire mitigation or some such. Otherwise it's easy to forget what bonuses are coming from where, particularly for passive skills you can't deactivate. Huge Regen as a Boss Mechanic There are currently 3 bosses that have this as a major part of the fight, Placeholder Boss, Omegaspider, Superspiders. As a mechanic it pretty much removes any aspect of fighting defensively as you simply have no effect whatsoever unless you're outpacing their regeneration this means that to kill them at all you need to accrue silly kamikaze levels of +damage for a particular skill and also as a consequence of taking that much damage their rage attacks get silly. Additionally this makes it really hard to work out just how close to dead they are with the regular issues of health bars having lag in updating and flashing back to previous values for no readily explained reason. Best fix for this one is just to give the monsters more health rather than obscene regen. Rage for groups Rage as a mechanic works fine if you've got one of the rage interactive skills and are solo, it gets silly by instantly filling if two of you are attacking the same target including bosses. I have no idea how to make rage an interesting mechanic when tied to an enormous sack of hitpoints like a boss that's getting hit by multiple players other than potentially making the rage attacks big things that are in some way interactive like patches you need to move out of rather than things that are certain to just hit whoever's tanking.