My frustrations is it’s billed as a ‘classless’ game / make your own class.
So I run warhammer musket 1-60, which was fine, but once you start trying to do end game pve or pvp you realize - oh, I gotta ditch one of these weapons, that’s fine, I’ll keep the musket and use a dex based melee weapon there are a few to choose from . . .
@Aidana
Well I did not mean you choose a class from the start but rather you are given a class with a signature skill and maybe some resist/vurnability as you swap weapons.
So if you equip Bow/rapier you get say combatArcher that have bow damage nerfed but a break free of rootskill as signature. If you have bow/spear you get say hunter class with longer cooldowns on your spear skills but some extra spear knockdown skill…
Later that day if you swap to GA/Hatchet you get bruiser class with a break free of root skill some added slash resist but lower magic resist…
Or something like that… (My ideas ^^ is just to show what I mean devs ofc need to figure out classes signature skills strengths and weaknesses so no need to start calling for nerfs on that yet…)
But this would be an excellent tool to show direction and also tell the players what their supposed role is (like in the brucer above with slash resist and magic weakness it becomes more apparent for the player he/she is supposed to hunt other melee and stay away from mages… Then you get a more clear rock-paper-scissor game balance.