Alright, I guess I’ll give my two cents on these changes.
(To preface, I haven’t played testing, so I’ll be judging the changes with that in mind. Anything I may propose is done with the idea of what I think may happen or how I think something will work. If any claim I make seems unreasonable or incorrect, don’t feel wrong to correct me.)
1.) The In/Out of Combat System
So starting off with the pet changes, I really don’t see these changes as a problem, coming from a person who (now as of recently) has a good legendary pet to work with. Changing pets so they can’t carry you through a fight is not a bad change, and if everyone gets the same “nerf” it isn’t broken.
Honestly, the only major issue I see with this change is that it might hurt rushing as a whole. People, to rush dungeons, rely (often) upon their pets to help them through some tough spots, and if your pet abilities are reduced it will likely make this rough.
Overall though, I don’t see this change as bad, and if you practice enough with it I really doubt it will hinder much of anyone. Also it makes it more beneficial to work as groups with buffing / healing classes to help you out, so I consider that a plus. (This is a game about teamwork, we need to see that teamwork more)
2.) Addressing the gap between small and big groups
I also, for the most part, like this change as well. I’ve always wanted to see the robe classes get to shine their buffs more alongside the heavy armor classes. Honestly only thing I dislike about this is the change on Paladin no longer can provide an instant heal, which I like simply for doing solo stuff on Paladin, but again that isn’t that damaging of a change either. (I can’t say much else on this one having not played testing)
3.) Giving DEF a new purpose
I definitely support defense getting more relevance and as such the armored buff getting a nerf, again I am curious as to how this might effect rushing.
4.) Making up for those changes: Status Effects
Alright, this is the first one I am not so sure about. I think most players, myself including, are so used to chain-stunning and chain-paralyzing that suddenly losing the ability to do this is going to be rather…confusing and disorienting. I am not saying this is entirely a bad idea, but its going to be a big change I doubt most will like right off the bat. Also a 3 second immunity against the respective effect seems a bit much…although depending on what boss you are fighting, this change may seem better or worse.
5.) Making up for those changes: Class Balance
Alright there is a LOT to read here, so I’ll quickly give a couple sentence summary on each of these:
-Paladin: Good to see Paladin get a bit more DPS love as compensation, the HP change on tiered seals isnt all that significant, but ok
-Mystic: Thank god Mystic got buffed as well people need more reason to use it, the flat dex change on tiered orbs I feel is kind of crap compared to the berserk Mystic used to get, the curse on all tiered orbs is nice
-Warrior: Good, but I feel warriors will still use these changes to try to solo-steamroll things (not entirely sure about this, but this is what I expect)
I have mixed feelings on the class / item change, but hopefully because of the above changes people will be inspired to do teamwork more.
Alright, so really overall in summary, most of these changes I support and may take time getting used to, but I am all for it since it will hopefully fix the prevalent issue of a lack of teamwork. Only big gripe is the whole change on crowd-control on enemies / bosses.