Overall Macro/Meta Feedback- will repeat what I said above:
1. Please fix the login/Rez bug for non-VIPs. Getting sent to your milestone every log in and being unable to accept rezzes in the Moors is beyond annoying.
2. Please reduce the gear gap between T4 and T1 gear. T1 gear should be as strong as T3 gear, otherwise you're going to completely destroy the motivation for new players/alts to enjoy the Moors, especially given the commendation grind that will persist despite the infamy/comms % changes. Be kind to new players- being unskilled AND completely naked gearwise is really too much.
3. Consider future macro changes for QoL aside from class balance. Class balance is an endless war, however dealing with Maps for creeps (too many), Map adjustments (hot spots, EC/OC), dealing with store buff discrepancy, and reducing comm grind for either side lasts forever.
--- Feedback specifically from Beta:
Creeps need more options with inc damage/mitigation debuffs, specifically Reavers, Spiders, and Wargs. All this excitement, but aside from the inc heal debuff stacking, Creep damage increased only slightly over live (which is fine) and options to debuffs Freep damage stayed essentially the same (which is not fine).
Reconsider some of the immediate adjustments (Reaver/Warg). Disarm, Howl, Sprint, and Charge lose a huge chunk of their usefulness by not being immediate- it makes rotations clunkier and hurts their utility as well. Blood of Fire change makes sense- not the other ones.
Regarding the inc-heal debuff stacking... I think it's a cool idea, and the only significant change to Creep group play with all these changes, however you may need to adjust the numbers on a few things. Puddle stacking with itself with inc-heal debuff is probably too much (the mit stacking is fine, but the inc heal stacking may not be), and VT stacking with everything else is sort of cheesy (it's a brainless and easy inc heal debuff that now can stack with any other debuff). Preventing the Puddle inc heal debuff from stacking and nerfing VT to 25% inc heal debuff would be a good start, in my opinion IF Creep get other debuff options (as requested above).
Base stat buffs are cool, but nerf corruptions! Spoke about this with one of your devs already, but would be thrilled if traiting 4 Pmits didn't take me from 38% mits to 70% pmits- that's such a ridiculous variance considering Creeps cannot reasonably have balanced builds (it's not fun for either side, either you're overstacked or understacked). Freeps, even if they tried their darndest, cannot come even close to this level of variance with their essence gear.
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WARG FEEDBACK:
Ok, so a lot to unpack here. The TLDR is damage distribution is looking pretty solid compared to live, but is clunky in aspects. The immediate change sucks, and Shadow wargs probably still need more utility APART from interrupt spam.
Bestial Claws: Damage output looks fine now- weaker than live even after the overall stats/damage buff, overall percentage drops from (ballpark estimate) 45-50% of warg damage to 30-40%. Good stuff.
Scratch and Snip: Cool change with this- would be a lot cooler if the autocrit applied to Piercing claws. Damage output is reasonable given its new utility.
Swipe: Flayer change is nice, no complaints, but should consider buffing this skill's damage a little.
Rend: Would love this skill to receive some love, specifically my suggestion with the tiering 5% inc damage (5, to 10, to 15, and maybe even 20% on subsequent uses). If not, it certainly needs to do a little more damage.
Frenzy: Would love this to be a mitigation buff for the Warg, although maybe that'd be broken with Flayer...
Shadow Fangs: THIS IS BUGGED, IT IS 25% NOT 45% LIKE IT SAYS IN NOTES... otherwise- damage component is fine, bleed is fine- at first I thought the induction debuff was too much, but after the new traceries, I think it's fine as long as we deal with...
Eye Gouge/Fleas: Same feedback I gave earlier- too many interrupts. Either completely useless or completely broken- either it's an inductionless class or gets cleansed OR it's completely busted. Do NOT touch Eye Gouge as an immdiate/CD, but if you can separate it from the interrupt component (internal CD) and rework Fleas into something else, that'd be great.
Rabid Bite/Fleas: Putting Fleas in here again, as I really don't know what to do with either of these skills. Some form of debuff tied to these would be nice, maybe keep Fleas AoE and removable, and make Rabid bite unremoveable but not power cost debuff related- not sure. Actually, what if we tied some sort of self sustain into Rabid bite when comboed with Crippling bite debuff? Sort of like a morale Tap from Warden that was increased in Shadow stance. Fleas could leave as 25% induction and attack duration.
Rallying Howl: Seems ok, don't really think increasing the duration was that big of a deal, but maybe it helps a little with group utility.
Pounce: Double damage and buffing Bite skills from stealth was... unexpected, but seems ok. There's a bug where Scratch and Snip buff only applies to the first hit of pounce which should be fixed.
Snap!: Very sad- I'm not sure what adjustments were made, but this skill is still not working- it is not multiplicative in the literal sense. I tested this multiple different times different ways, and it around 3-5% of a debuff, which is only slightly better than what it is on Live. In addition, this skill needs a damage component like the other debuff skills.
Howl of Unnerving: Also sad- the debuff was too strong but really did not last long enough (the 50% chance of application also really leaves a bad taste in your mouth). 5s duration on a 20% mit debuff that has a 50% chance of applying but, wait, just kidding, it goes through FEAR resist, which is always absurdly high on Freeps from Muster Courage (so gonna get resisted even in the off chance it does apply... for 5s, and assuming it doesn't get instantly cleared).
Pack Hunters/Puddle: Stanceless is cool, range just sucks (3.5m is impossible to keep up). Shadow is fine (didn't know we were keeping the mit debuff but hey), but puddle stacking with itself may be a wee bit broken for the inc heal debuff.
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Flayer:
I did not test Flayer extensively, but I did test a few things:
1. Seems unbelievably tanky and still does good damage compared to Shadow (benefits a lot from the etc skills being boosted and Bestial Claws being nerfed did not affect it). The 5% Beleriand damage goes OVER cap which allows Flayer to reach 75% Beleriand mits
2. Brutal Fangs armor debuff ends up being around 2% mits- should be upped to 5%.
Stanceless:
Always been a bit of a meme, but I do have one thought here- the Pack Hunters change could be pretty cool IF you increased the range of it to 7m- otherwise it falls off at the slightest movement on the target and becomes entirely useless.
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Overall:
Snap!/Fleas/Rabid Bite/Howl of Unnerving need looking at, some bugs to address with Scratch and Snip/Pounce/Shadow Fangs, Sprint/Howl immediates need to be reverted.
Flayer may need some adjustments with better debuffs/less tankines- 2% mit debuff and BPE debuffs isn't much.
Shadow needs a little more utility considering it took a big damage hit from live, perhaps buffing skills like Rend/Swipe in shadow would help as well.
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ETC observations:
Tact mit corruptions were not buffed during the update, but the Resist amount was, not saying this is bad or good, just reporting
BPE in the Pmit corruptions stayed the same, just reporting
For Warg, Foe of the Light and Armor boost were the only racials buffed, the rest stayed the same, just reporting.