So i have been playing for almost nine years. I have a lot of experience in the game so i will share my thoughts (thank god we get a beta like this and i can give this kind of feedback)
I will give feedback only on skills in this thread.
Healer shaman:
Attack skills are good. Just a little bit weak but with a really low cooldown (, so imo it is ok, but i am not taking into account the AMR, because it will be reduced and we don't know yet the new percentage or how it will be calculated.
Heal is good, swifteness is good (maybe too good). Attack Up is a problem. Imo it must be improved. Like make it give more attack value (like 100-200, it will help extremely shaman healers) or give it 20-25% attack value (but it will be super good for other players so it might be a little bit extreme). Or like what it gives now and about 10% attack value. I don't know exactly how it must be improved, but it needs improvement. Also i saw it in another post in here and yes it should also give magical attack value (i agree with this idea).
Dragon shaman:
Shooting dragon: Really easy to miss with a little bit of maneuver of the opponent (even from mobs and not players it is easy to miss) Maybe make it change directions towards the opponent and maybe give it a little bit more range (i mean make the dragon bigger not longer) so that it does not miss the opponent that easy.
Other attack skills are good the way they are now.
Reflect is good the way it is (about the percent) see here why i say so, but it is underated because it is effective only on normal hits. Bosses do mostly skills so it cannot be that useful on bosses, so it can give a bit of reflection (or chance to reflect) on skills also (like 10-15% on P without being affected from int). Other buff skills are good.
Archery ninja:
It is announced that Spark will get arrow resistance so it is good. Maybe give it a bit more range since it will be nerfed. Feather walk should give speed (as it is) but also range and maybe a little bit of stun (like 5-10%). That way it will be extra useful in wars (from a distance) and in pvp in close combat it will give the user the chance to stun the opponent and make the archer a little more elusive in the pvp. Repetitive shot should shoot the arrows faster because the archer is like a sitting duck when this skill is used. Other skills are good imo.
Dagger ninja:
Rolling dagger poison chance does not represent the actual poison chance of the skill. 6% ( on P) for 2-3 shots of the skill means 18% but the opponent will be poisoned like 70-80% (at the least) of the times. Either correct the skill percent on the description or lower the actual poison chance (and yes my main character is dagger ninja). Stealth is a skill that i dislike. The reason is that it cannot be used in pvp, only in war type of conditions where you can just go behind an unsuspecting opponent and ambush him. In pvp it's crap. It takes a long time to activate (yes in pvp being immobile for 1 second is a big amount of time). And if you are being hit the moment you use the Stealth you are like stuck because if you hit the opponent to push him back the Stealth is disabled. So a solution might be (don't know if it will be seen in a good or bad eye) to make the duration of the Stealth shorter but make it usable for all the duration and not being affected if u hit the opponet. Like being invisible for 15-20 seconds (on P) and hitting your opponent all the time. Of course you can be hit by your opponet with normal hits and skills that do not require a target, but from sword spin (etc) you cannot be hit. That way yes THE Stealth will be useful. Also Insidious Poison should be affected by half human bonus and other stuff, because in P (with my main char) it does 4k dmg at most (normal, not crit) but Fast Attack that has a steady dmg does 15-20k dmg. This should be corrected. Other skills are good.
BM sura:
Flame Strike should have a little chance of burn (like 10-15%). Also Dark Protection is a little bit TOO OP imo but i do not have that much experience with BM sura to say for sure. Other skills are ok i guess. Sorry for so little feedback on BM sura.
Weaponary sura:
Dispel should be limited to +-8 lvls from the user like poison and bleeding chance. Enchanted armor should give Magical defense in addition to normal Defense. Other skills are fine imo.
Body warrior:
Aura of sword should be used whenever you need it and not having to wait for the skill to recharge (yes i know the cooldown is 95 seconds but in some cases it is too long). Dash should not be limited by speed cap (200) and it should be like 100 (main) and 150 of the skill = 250 (plus every other bonuses that gives you speed). That way when someone uses Dash he will be far and then he will dashing you in the face (that will make the body warrios a little bit more dangerous in pvp and war etc)
Mental warrior:
Sprit Strike it TOO OP (in addition to the 8th skill). Maybe it should be a little bit nerfed. Sword Strike a too weak imo. Maybe improve the dmg of Sword Strikg and Stump.
Lycan:
Crimson Wolf Soul is TOO OP. Reduce the attack value either from the main that is 585 or reduce the attack value from the additional value you get from int. I think that with every int you get about 6 attack value. Reduce the (about) 6 to 5/4 and that way the 1000+ attack value will be reduced to 800+. That is a lot more normal than what it is now. Shred can miss a character really easy if the game (by itself) decides to move him a little bit closer to the user when the skill is used. Wolf Pounce also misses a lot the opponet and imo it's dmg is a little weak compared to the others (and i think it is unfair since is misses a lot). Also something about the normal hits of the lycan. With combo Lycan hits behind his back so combo is not that useful for some cases.
Well that took a lot of time (like 1 hour and 20 minutes, but i think that my ideas/opinions will finally be heard). Thank you for reaching the end of the post.
I will give feedback only on skills in this thread.
Healer shaman:
Attack skills are good. Just a little bit weak but with a really low cooldown (, so imo it is ok, but i am not taking into account the AMR, because it will be reduced and we don't know yet the new percentage or how it will be calculated.
Heal is good, swifteness is good (maybe too good). Attack Up is a problem. Imo it must be improved. Like make it give more attack value (like 100-200, it will help extremely shaman healers) or give it 20-25% attack value (but it will be super good for other players so it might be a little bit extreme). Or like what it gives now and about 10% attack value. I don't know exactly how it must be improved, but it needs improvement. Also i saw it in another post in here and yes it should also give magical attack value (i agree with this idea).
Dragon shaman:
Shooting dragon: Really easy to miss with a little bit of maneuver of the opponent (even from mobs and not players it is easy to miss) Maybe make it change directions towards the opponent and maybe give it a little bit more range (i mean make the dragon bigger not longer) so that it does not miss the opponent that easy.
Other attack skills are good the way they are now.
Reflect is good the way it is (about the percent) see here why i say so, but it is underated because it is effective only on normal hits. Bosses do mostly skills so it cannot be that useful on bosses, so it can give a bit of reflection (or chance to reflect) on skills also (like 10-15% on P without being affected from int). Other buff skills are good.
Archery ninja:
It is announced that Spark will get arrow resistance so it is good. Maybe give it a bit more range since it will be nerfed. Feather walk should give speed (as it is) but also range and maybe a little bit of stun (like 5-10%). That way it will be extra useful in wars (from a distance) and in pvp in close combat it will give the user the chance to stun the opponent and make the archer a little more elusive in the pvp. Repetitive shot should shoot the arrows faster because the archer is like a sitting duck when this skill is used. Other skills are good imo.
Dagger ninja:
Rolling dagger poison chance does not represent the actual poison chance of the skill. 6% ( on P) for 2-3 shots of the skill means 18% but the opponent will be poisoned like 70-80% (at the least) of the times. Either correct the skill percent on the description or lower the actual poison chance (and yes my main character is dagger ninja). Stealth is a skill that i dislike. The reason is that it cannot be used in pvp, only in war type of conditions where you can just go behind an unsuspecting opponent and ambush him. In pvp it's crap. It takes a long time to activate (yes in pvp being immobile for 1 second is a big amount of time). And if you are being hit the moment you use the Stealth you are like stuck because if you hit the opponent to push him back the Stealth is disabled. So a solution might be (don't know if it will be seen in a good or bad eye) to make the duration of the Stealth shorter but make it usable for all the duration and not being affected if u hit the opponet. Like being invisible for 15-20 seconds (on P) and hitting your opponent all the time. Of course you can be hit by your opponet with normal hits and skills that do not require a target, but from sword spin (etc) you cannot be hit. That way yes THE Stealth will be useful. Also Insidious Poison should be affected by half human bonus and other stuff, because in P (with my main char) it does 4k dmg at most (normal, not crit) but Fast Attack that has a steady dmg does 15-20k dmg. This should be corrected. Other skills are good.
BM sura:
Flame Strike should have a little chance of burn (like 10-15%). Also Dark Protection is a little bit TOO OP imo but i do not have that much experience with BM sura to say for sure. Other skills are ok i guess. Sorry for so little feedback on BM sura.
Weaponary sura:
Dispel should be limited to +-8 lvls from the user like poison and bleeding chance. Enchanted armor should give Magical defense in addition to normal Defense. Other skills are fine imo.
Body warrior:
Aura of sword should be used whenever you need it and not having to wait for the skill to recharge (yes i know the cooldown is 95 seconds but in some cases it is too long). Dash should not be limited by speed cap (200) and it should be like 100 (main) and 150 of the skill = 250 (plus every other bonuses that gives you speed). That way when someone uses Dash he will be far and then he will dashing you in the face (that will make the body warrios a little bit more dangerous in pvp and war etc)
Mental warrior:
Sprit Strike it TOO OP (in addition to the 8th skill). Maybe it should be a little bit nerfed. Sword Strike a too weak imo. Maybe improve the dmg of Sword Strikg and Stump.
Lycan:
Crimson Wolf Soul is TOO OP. Reduce the attack value either from the main that is 585 or reduce the attack value from the additional value you get from int. I think that with every int you get about 6 attack value. Reduce the (about) 6 to 5/4 and that way the 1000+ attack value will be reduced to 800+. That is a lot more normal than what it is now. Shred can miss a character really easy if the game (by itself) decides to move him a little bit closer to the user when the skill is used. Wolf Pounce also misses a lot the opponet and imo it's dmg is a little weak compared to the others (and i think it is unfair since is misses a lot). Also something about the normal hits of the lycan. With combo Lycan hits behind his back so combo is not that useful for some cases.
Well that took a lot of time (like 1 hour and 20 minutes, but i think that my ideas/opinions will finally be heard). Thank you for reaching the end of the post.