EDIT: I was just about to post this in the release thread and then I found this new one. So I’ll post here instead.
Intro: I’ve been following this mod since the beginning, but I never played it until yesterday (big yay for the small filesize release). I’m not a modder so excuse me for not knowing what’s possible and what restrictions there are. Also I’m not big on lore and terms, so I won’t always use the correct terms + too lazy to check all the skill names or note down numbers etc.
Before I get to the bad stuff, let me tell you that your mod is an unpolished gem with a lot of potential. You seem to be full of ideas and that reflects in a wide variety of interesting skills and gameplay changes (stuff spawning stuff, teleporting). That’s why… even if I have a lot of criticism and focus on “bad” things, your mod is still great! And the only reason I bother writing this walloftext is so that you can improve your work.
OK here I go:
War (~lvl20, 1h+shield build):
-sort the skills by weapon type maybe? the active skill cluster is too chaotic IMO
-there is an unused skill in the background. Look at the red cross above the second ‘s’ of ‘Passive’. You can even see a skill box at the spirit guide
-at least one of the skills doesn’t proc the shield procs. Most other skills did proc them.
Skill (lvl23, rifle build):
-the passive skills seem OP. Maxing certain passives gave me 50% crit chance, ~200k dps using lvl1/30 flame grenade thing (has pierce damage but no fire?) and I don’t even have a decent weapon. Most damage comes from the elemental damage passive. IIRC I went from 1k damage (0/12) to 85k damage (12/12)
Mage (lvl15, cold caster):
-‘Elemental Imbue’ exists twice and you even mention it in one of the descriptions…
-the Ice Guardian is painful to use! It’s attack repeats a sound effect that causes me severe headache, no good. Please change/mute that.
-all of the cold spells do frostburn damage and none do actual cold damage = all of the +elem.dmg passives don’t apply to the cold spells! (you should also add DoT buffs to passive skills). Add Cold damage to those spells as you did with Fire/Lightning spells.
-DoTs like frostburn don’t stack (at least with the same skill) so spamming Hurricane and others does the same damage as casting it once and then recasting when it’s done = cast speed, 0 cooldown don’t matter.
-Hurricane seems far superior to Frostwall (lower cost, more frostburn + Trauma&Physical, far bigger range & width)
-Winter mages > spamming frostburn spells that apply only once 
Death/Hell (~lvl20, summoner):
-compared to my ranged character the pets take too long to kill mobs and I abused the spirit guide (maxing pets->summon->respec->max level pet army)
-with the huge number of pets it gets far too chaotic and I can’t even tell what’s a pet and what’s a mob. With champion mobs spawning randomly I died a number of times hearing the famous “I’ve been waiting for you” without knowing where the boss was
-Necro skels on low levels don’t appear in the party bar, max level ones are all there.
-Necro skels and Veil Lord are tagged as exclusive skills but I can have both.
-pets clutter around my character when idle and they seem too passive = not really searching for mobs or spreading out. And sometimes they come back when I move slightly, thus bringing mobs who aggro me. Other times pets keep fighting no matter how far I move, so some of them need to be looked at again
General stuff:
-your main idea seems to be “increasing numbers is king”. This is not the case. Several skills would be far better with less projectiles/minions/replications. And having too many mobs+pets makes everything chaotic and also laggy. To add to that huge skill effects everywhere, huge attack/cast/mov. speed and you can barely tell what’s going on. Stuff like that can be fun, but you shouldn’t go overboard. Maybe I’m just getting too old 
-as nice as a big variety of skills is… the more skills you create, the harder balancing/testing will get. You should focus on fixing what you already have before adding new things IMO.
-there are active skills in “Passive” and passive skills in “Active” which is confusing (seems to be because certain passives proc things and have to be cast to make it work).
How about 3 categories: Active (damage skills), Passive (always working) and Buffs (everything you have to cast to have it work in the background).
-AFAIK active = square icon, passive = round icon. there seem to be skills with either icon type making it hard to tell what it is without reading the tooltip
-in general icons don’t match what the skills actually do. I guess making icons is not really your forte, but at least switch them around to fit better 
-please sort/group the skills by type. Ex. all Cold spells in one row, all 2h skills in another, skills without requirements in yet another. I find it hard to build a char when everything is so jumbled around and there are just so many skills in each mastery.
-IMO there are too many champion mobs. You wrote the spawn chance is 30% and for really big guys ~2-5%? I think you should lower it to 15-20%. Though maybe they die very fast with high level chars, don’t know.
-with this many champions there are far too many item orbs on screen and each one has far too many items in it. It’s too laggy and quite annoying to filter through drops (sure there’s the filter option in GD but even yellow+green items can be good/useful, too)
-weapon requirements on skills have to be reworked. Sometimes they’re hidden. Sometimes inaccurate (got axe? not working with 1h axes… one skill said ‘1 or 2 guns’ not working with either. Some skills I haven’t got to work at all. Offhand magic worked using a shield).
-far too many pets have “Hellhound” written in their tooltip. I believe some ravens even had hellhound in the skill description. Oh, and several pets don’t show any damage in their tooltip or have false numbers
-“Tag not found”, “Skill not found” far too often. And I don’t even want to mention the “Rename Me” skills everywhere, or the missing icons of summons (hard to tell there is something on the skill bar or which pet is dying/died)
-too many defensive pet boni (HP, armor, res) and almost no offensive boni. So far I rarely saw pets die, so why give them +1000 armor? I’d rather have them do more damage or be faster
-mobs are imbalanced. Most of the time I barely get hit or for little. And at other times I get one-shotted or killed in 3 hits without knowing what happened (having 50k HP, good armor and res, how am I supposed to survive?)
-is it an enemy skill that sometimes teleports me around? If yes, ok. (I don’t mean the character teleport skill)
-the interface of the spirit guide has an overlay making it hard to see some numbers
-I think quest items don’t drop (haven’t seen a slith necklace)
-Guardian Ally is nice but please let me unsummon him.
-sometimes something creates multiple shadows whirling around. I still don’t know who or what does that lol. If it’s one of the pets or the Guardian Ally, they don’t use it often. If it’s an enemy, it doesn’t seem to do any damage to me.
-the game crashed 5 times while using the mod. Act 2 (just outside DC) also had mobs I couldn’t target and who walked into the ground crashing the game. BTW most crashes happened with the Hell/Death char. I think one of the pets’ skills triggered it. Oh, and once pets walked into the ground and disappeared.
-several skills/pets don’t have sound effects or the volume is barely audible
-killing Kyzogg (or whatshisname) gets you the inventory bags. I think it would be better to have them drop by doing the spirit guide quest. Reason: you teleport behind the gate, do her quest, level up to 2 and get access to skills. Up until whatshisname there are too many item drops and the boss itself is hard if you don’t kill him from the distance/pets. So getting the bags earlier/easier would be nice. Or maybe just have both drop the bags?
Well, now that’s a wall of text. I could have just PMd you, but I want to encourage other people to list things that need to be fixed/changed, and so that others can give input on my complaints.
Overall I see potential but you have quite a bit of work to do to make it truly great, haha. Your mod reminds me of the Titan Quest mod “Paths”. There was a lot of innovation in those classes, huge number of skills, boni for maxing skills/masteries etc. And they both have a lot of mobs and it’s really hard to survive. I prefer mastery mods that drift off the standard “replace each mastery with another that uses almost the same skills and effects” and instead create something unique (I’m not hating on other mods).
Questions: are there skills mainly for crossbows (my fav. weapon in GD)? Everything says gun or rifle. Would suck if it turns out that my gunner can’t use “rifle skills” with a crossbow.
And what second mastery do you think complements a War 1h+shield fighter? For now I’ll max some passives, shield procs and whirlwind.
Regarding stats: how much do resistances/armor matter in your mod? the basic chest has lots of res and so far no other dropped similar to that. Seeing how certain mobs kill my 50k HP char, does armor actually matter? IIRC in vanilla it works that damage=damage-armor absorption*armor or something like that… so subtracting a couple hundred armor from thousands of damage doesn’t do much. If armor is really useless I’d just go for stat boni and skills instead.
What about Phys/Cun/Spir? Each point gives 35 or 38 points and it’s easy to get high stats. Is there equipment with higher requirements? Or is it ultimately just pumping everything to max?
Oh, and what about general limits. Is it still level 85? Do skill points also decrease after a certain level?
The mod is quite hard sometimes, so what did you have in mind: killing everything before it kills you, getting durable to survive, or maybe even dying to slowly kill bosses in several attempts?
BTW, seeing how much I wrote… you don’t have to reply to everything (or anything haha).
OK, that’s enough rambling from me for the year :eek:
Cheers