I've finished looking over the changes and in particular the class changes and I have some thoughts.
Overall: Extremely positive. The caster changes in particular are very welcome, casters are traditionally ridiculously strong and game-breaking and can solo dungeons. I think they could be nerfed even more, but I think this brings them to a far more reasonable level. I disagree with the post comparing average damage vs fighters, it's like comparing apples to oranges...or apples to steak. Casters still bring immense firepower in any given moment, they just have to be more careful about how they use it. An advantage of non-casters is and should be and has always been their consistency over time. The math comparing casters to fighters only highlights that everything is still as it should be.
Casters should not be dealing more damage total over a long period of time.
I've been looking at the rogue numbers and I've come to feel that they were over-nerfed a bit.
Compare their Sneak Attack percentage vs the squishiest class HP, comparing at level 11:
- Wizard's hp doubled, vanilla it is 44, now it is 88. (Personally I don't think Wizards needed the HP boost, or at least shouldn't have as much HP as rogues)
- Vanilla rogues got sneak attack 6d6 at 11, so average damage from SA itself = 21.
- Now rogues get sneak attack 4d6 at 11, so average damage at 11 is 14.
- Vanilla, rogue sneak attack would be 47% of a wizard's HP.
- Now rogue sneak attack would be 15% of a wizard's HP.
By buffing caster HP and nerfing sneak attack,
rogues in comparison were possibly nerfed harder than intended. Their SA will now deal a very small fraction of any PC's health, while wizards/sorcerers still have spells which can have a much larger impact on a rogue. PvP aside, rogues feel less worthwhile in comparison to their alternatives like scout and artificer and swashbuckler.
I'd strongly consider
buffing sneak attack so that it keeps up with higher HP values. Maybe something around 30% caster hp at least?
Additionally, I'd suggest adjusting some of their current bonuses. Fleet of Foot shouldn't be a level 18 ability IMO, it should be obtainable at or before level 11 since 11 is the intended "soft cap". I'd also adjust their skill bonuses to be more mid-level as well, as they're very back-loaded.
My biggest question in regards to the changes being made is why? If the server is behind on development why is everything getting changed? The server had a beta test where lots of people participated but now it feels like all of that time and effort from the community was wasted. Will there be another beta test before launch with the new changes? These changes make it feel like a diferent server than what it's been, we've spent a lot of time testing and providing feedback in the past for this server but now it feels like starting all over again. I've spent a lot of time waiting for TDN but at the last minute there is this huge switcheroo on the server into something I'm not sure if I am going to enjoy playing on anymore. I don't know what TDN is anymore, really until I'm able to beta test or play it again I won't know for sure. Everything I know from the past beta feels like it's changing.
The point of testing is to change things that need to be changed. I don't think it's very fair to talk about taking part in a playtest as if it was hard work the community put in.
Edit: Someone explained to me that I was comparing rogue's nerf vs vanilla rogue, rather than the previous iteration of rogue. I can see and agree with the idea that rogue didn't get nerfed as much as it appears, in terms of Sneak Attack in a vacuum. My concerns about its percentage related to higher HPs remains, but I apologize for the error!