Played the entirety of the weekend, and loved all of it.
The combat is fast, and yet extremely tactical. It changes greatly depending on what class you play as, but you really need to watch your surroundings. The "look at the game, not the UI" really comes into its own; Past the starting areas, you need to keep an eye on your enemy and what they're doing. If you're a ranged class like the Elementalist, you need to know where to move to, and how to keep the enemy at a distance. As a warrior (which I spent the most time on) you need to know which attack animations are going to hurt and need to be blocked, interupted or dodged, and which are OK to let land. The big issue with this though, is that on the crowded boss fights, you can't see the attack animations for the fireworks, which leads to a lot of pain.
The classes all feel very flexible, and yet keep a separate flavor. Each will carry a mix of damage and support while none will carry it all, so yes, the trinity is gone. My favourite class being the warrior, because in the skill selection all were distinct and yet could fit together well - I ended up taking a pair of maces for melee shutdown, and a rifle for single target ranged damage. The way many of the utility skills worked made it simple to aid others - I had a shout that buffed all nearby allies, and another that res'ed allies if I killed a foe in 10s.
The dynamic events were a mixed bag. There were some incredible epic fights against giant foes, some defense against hordes, but also some that were just kind of awkward slugfests. The difficulty needs some balancing too - they're supposed to scale with number of people involved, but that often meant either too few and it was too hard, or too many and it was too easy.
The overflow needs some tweaking to stop it getting in the way of friends playing together, but it beats queuing, so I can't hold it too much at fault, but it does need a solution before release.
Can't speak for the easy-to-understand side - I had a full weight of a lot of reading behind me, and had no problems working out what to do. I had a few friends play who'd read little more than the profession list, and they found it OK but I can't say they didn't miss anything.
Community is good. The downed / defeated part comes into its own when you have people willing to help, and I've been on both sides of someone putting themselves at risk to help out someone they'd not even spoken to. In fact, coming to help out led to the more epic fights of the weekend. I think I saw more "thanks" said in one weekend than in months of Rift / TOR.
So overall : Super positive. There are a few issues, yes, but that's why it's beta not release. It's definitely shaping up to be something truly incredible.
The combat is fast, and yet extremely tactical. It changes greatly depending on what class you play as, but you really need to watch your surroundings. The "look at the game, not the UI" really comes into its own; Past the starting areas, you need to keep an eye on your enemy and what they're doing. If you're a ranged class like the Elementalist, you need to know where to move to, and how to keep the enemy at a distance. As a warrior (which I spent the most time on) you need to know which attack animations are going to hurt and need to be blocked, interupted or dodged, and which are OK to let land. The big issue with this though, is that on the crowded boss fights, you can't see the attack animations for the fireworks, which leads to a lot of pain.
The classes all feel very flexible, and yet keep a separate flavor. Each will carry a mix of damage and support while none will carry it all, so yes, the trinity is gone. My favourite class being the warrior, because in the skill selection all were distinct and yet could fit together well - I ended up taking a pair of maces for melee shutdown, and a rifle for single target ranged damage. The way many of the utility skills worked made it simple to aid others - I had a shout that buffed all nearby allies, and another that res'ed allies if I killed a foe in 10s.
The dynamic events were a mixed bag. There were some incredible epic fights against giant foes, some defense against hordes, but also some that were just kind of awkward slugfests. The difficulty needs some balancing too - they're supposed to scale with number of people involved, but that often meant either too few and it was too hard, or too many and it was too easy.
The overflow needs some tweaking to stop it getting in the way of friends playing together, but it beats queuing, so I can't hold it too much at fault, but it does need a solution before release.
Can't speak for the easy-to-understand side - I had a full weight of a lot of reading behind me, and had no problems working out what to do. I had a few friends play who'd read little more than the profession list, and they found it OK but I can't say they didn't miss anything.
Community is good. The downed / defeated part comes into its own when you have people willing to help, and I've been on both sides of someone putting themselves at risk to help out someone they'd not even spoken to. In fact, coming to help out led to the more epic fights of the weekend. I think I saw more "thanks" said in one weekend than in months of Rift / TOR.
So overall : Super positive. There are a few issues, yes, but that's why it's beta not release. It's definitely shaping up to be something truly incredible.