Do you have patch notes? I cannot locate them and I really like a list of changes to see how the game is evolving when I take time away... or when it's happening faster than I can process XD.
So far, all positive changes! Loving Warrior btw!
These next 2 issues that have been bugging me are a lot more opinionated, so take them with grains of salt.
- Paladin is too MAD (Multi Attribute Dependent)
Out of all the classes, Paladin needs all three stats the most and it's kind of feels bad in my opinion.
- It wants INT because things directly scale off INT + It needs the mana for healing and casting spells.
- It wants DEX, and not just because of Armor. It also has a skill that says "15% Stun rate on basic attacks" which implies it wants to hit faster to proc it more often.
- It wants STR because that's its primary stats
It becomes a little cumbersome to build because of this issue to me. Unlike the other 2 main tanks in the game, such as Knight and Warrior at the current time, have skills that immediately make you taunt + defensive where as Paladin requires the use of 2 different skills and a lot of its boons are based off a percentage chance when you kill something which inherently conflicts with other tanks AND doesn't even benefit himself.
- Gold skills seem useless, literally a waste of points.
Any skill that gives gold, or crafting things, feels like a waste of points. There are very few exceptions to this, but ultimately once you find even a single full moon you will get enough portals to open to get approximately 4500 gold... and by that point you're kind of done with money. I don't want to say I want full moons removed, because they are super nice when making new characters and are really feel-good to have, I'd rather see these classes gain more skill points that expand them more than just having skills that feel as if they were put in there because... they felt appropriate and were ultimately easy to make.
That being said: If full moons were a lot more uncommon and instead of some characters having 2+ skills that are merchant-y I wouldn't I mind a world where every character has their own version of a 'Gold/Crafting affecting skill' just to even the playing field.
Either that, or you should allow points from even the first skill tree to be usable on Extra Ability Points much like you can on the second skill tree.
Bonus:
Also, this isn't a criticism, more of a desire. I know you've been changing and adjusting skills in a very positive way IMO (I like how ranger went from snare trap to entangle as Ranger now feels more magical like you would expect a ranger to be)
But what I would like to see is everyone having at least 1 skill that evolves either an existing skill or gives a unique passive/effect that no one else really gets.
A great example of this is Stout and the new Spellblade. Lots of characters have stealth, but no one else has stealth + clone. We have a good amount of tanks, but NO ONE ELSE has life steal. I really like characters feeling completely unique, and while I understand some overlap is okay (See: Trent summoning on Casting Entangle for both Cleric and Ranger) I personally really like when I have a thing in my skill list that makes my skill either straight better than someone else's, or is a noticeable side grade.