Just a post trying to figure out what would be a better system for what gets adressed.
Wepons:
1. You get less damage when you wield two wepons(goes against logic)
2.you get more damage when wielding a shield but you also get protection(which sounds wierd compared to point nr 1)
3. Wepons which are "Slow" may give you a delay which might cause your character to get stuck and stand still or not even attack, only melee characters would notice this cause casters dont have any real delay do they?
Dualwield: Faster damage with avarage wepons(sick damage with rare wepons at endgame?).
Suggestion1: dont reduce the damage at all. two wepons = x2 damage, but at the loss of protection not damage.
Suggestion 2: Shield: When one is using a shield your damage should not increase, it should decrease because logically you are wearing a heavy item in your offhand and therefore you attack more slowly and with less force, you guys already have a normal shield damage though, you just need to up dualwield.
suggestion3: Remove the delay on every attack and bind it to one thing, Agility, the delay is making players get stuck because the computer says that after 1 swing ur supoused to slow down bla bla bla, and this is written into the game and causes players getting stuck.
we had this on alpha and some players would be crazy fast(agility) and some would be crazy damage(strenght/intel) and some would be crazy tanks(alot of health/constitution) no wepon had an attack speed, but now we do.. so what do we do?
Suggestion: Bring back the agility based attack speed. dunno if karl and joe somehow lost all the nice systems they had developed for alpha which can be used in beta.
example of it in use:
i create a character and ive got a sick halberd with really slow attack in store, i create the character and up his agility so he can swing the slow wepon faster and faster until it swings like a dagger really fast.
some may think this will be just overpowered, but no because upping agility will make me use stats elsewhere then strength so i will actually not be a good player before high lvls but thats the whole point of xen, evidyon, a hardcore game where you design your own warrior and it doesnt automaticly grow for you like other stupid games.
Armors:
Well yeah some may say they are improvements from Alpha(butt then they didnt play alpha alot), i still see the same pyjamas only a little more bulks, some items however are actually cool, like the iron plate etc but thats a low level armor.
Holy:
Holy should be not be yellow, yellow just makes you look incredibly lame, if players from alpha remember the spirit dragon axes Devine shield(should be spirit shield) they where actually a nice texture and looked quite "Holy", i suggest you keep the metallic texture(looks great) and add a Brighter version of Spirit texture from alpha maybe add some small "devine lights, now that would be worthy of "Holy".
Wepons could have a devine light in it, maybe a crystal in the middle of them glowing?
Earthern:
Earthern armors are basically the same gear as holy only copied and changed colors, im guessing the name Earthern derives from Earthern elementals or something. These armors could be less beige and be gray, black, kinda like the Bone armors on alpha?
Lightning:
i dunno where the idea come from, but from earthern too lightning theres 3 different pj's and comming up with wearing a lightning suit was pretty lame, a leather item infused and created by harvesting lightning should at least look a little leathery.
and the wepons could have some kind og graphic lightning surging through them.
Clubs when they lie on the ground they are so tiny that they actually look like a piece of p00p, maybe make them a little larger.
Boots lying on the ground, good job.
Gloves lying on the ground, good job.
Helmets, you should do more work on helmets so they dont look like something id use while on a bicycle(though id never use one )
Map:
The Map you have scrapped together seems unfinnished, the starting area for one should be larger and maybe further away from town there could be gaps in the ground, but not until you have reached some higher levels.
Also, if this map is unfinnished and is a 5% representation of what to come then we should definetly have a map.
and i know karl is all about the exploration of the game, but what if it was like diablo, the map isnt clear before you actually have explored the part you are going to? this way you would also notice what parts of the map you have not visited.
Leveling: i think its actually a little to easy to level, its all just spam and level, i feel like we are getting to powerfull items to use and low level and to many good spells, some spells should have a higher level requirement.
Balancing between melee and casters should be tuned aswell.
Macavity