1. I generally felt good about my ability to get around during a fight. Awareness, probably less so… Did I know when teammates really needed relief? Occasionally I caught it, but often I had my head buried in a mob’s model, trying to land combos so I could maintain threat on at least one mob. My teammates could have called for help, but that never happened. Once death becomes a real problem (durability penalties, no free Res), maybe that’ll change.
Control, as others have mentioned, was a challenge while in the open world. Fact is, though, that until I reached level 8, my Warrior was always under-leveled compared to my party’s DPS, so maybe that’s a problem I created for myself? Should a level 3 Warrior be able to hold threat when a couple of level 6 Runemages are attacking? Probably not, right? I’m curious if people who were playing Warrior at a higher level than their DPS counterparts had as much trouble controlling fights.
Once everyone was level 8, I felt like controlling fights as Warrior was possible. Against the dungeon bosses, I never had any trouble holding threat, so that felt great.
2. The new Musketeer orb loading system shifted most of the decision making to the pre-fight phase for me. I selected my orbs with a rotation in mind, so once the fight started, it was just lock and load, while keeping an eye out for people who needed healing. This made combat less exciting for me; I didn’t have to make quick, sometimes difficult decisions because of the random orbs that popped up, as with the old system. But I expect that once mob difficulty gets re-tuned to account for all the class changes and the fights become more difficult, the challenge of sustaining heals while still contributing to DPS will make the class more exciting to play.
3. I didn’t have any major boss problems. Once or twice, the final boss didn’t play its kneeling animation after being hit by a stalactite (but did start taking damage), but that was all I noticed.
I want to add one note about the open world, leveling, etc., that affected my experience of both the Warrior and Musketeer this test. I saw that for multiple groups of players, the experience has become:
Level 1-3 in the forest by Highsteppe
Level 4-8 against the dogs on the road to Guild City.
I think those dogs are a problem. The combination of low challenge, high concentration, high spawn rate, decent XP, nearby graveyard (and now, free Res), has created a perfect storm of mindless grinding. There are more interesting fights to be had in the world, fights that demand a bit more of the tank and the healer, but I think they are rarely seen these days because it makes the most “sense” to hang in that one spot, slaughtering dogs until the land glitters bright with unopened loot sacks.
I’m 100% sure that’ll get smoothed out as we go, just wanted to mention it as something which colored my overall experience while leveling both Warrior and Musketeer. I felt relevant in those roles once I reached the dungeon, but not before, due to the current layout of the open world (and the greed/sloth of me and my fellow adventurers) 