Lets make it very clear. I have had to mention this more then once already... not sure why.
We are NOT a 100% alpha clone nore will it ever be. I wouldn't want to emulate an empty era. Its a matter of starting from the original idea and taking it to what it could have been. Of course there will be additions here not found in the prealpha. With client limitations there are a good list of things we couldn't get as well.
I loled at the T2A players remark. If i was a T2A player id run a T2A shard. Lets calm down a little.
Your assuming magery(magic) here will be the same OP skill its always been. I don't even see how you could think its not possible to balance magery. There was no skill cap in the pre-alpha, so anyone can train magery and never be short-sighted by one. (you couldnt hope to be very effective as a mage with 20 dex and no armor) Spells currently are very high mana cost. You couldn't spam heal or magic arrow. The chance to fizzle is MUCH higher as i don't believe in a perfect cast everytime. Magic is not balanced right now, nor is alot of things but this is the whole purpose of the testing and what now. I wish i could come right out and open the perfect system. A mage wouldn't wear a full set of plate because of the dex penalties. This is where they are almost completely vulnerable to melee attacks. Doesn't seem as though the mage is hot shit here like usual. Your players stats tell everything about your character, i could care less if someone is 9x.
The wiki is dated and not accurate, says it right on top of the page.
The pre-alpha was so empty, we need to include many features it didn't have. Phase them out one by one or change them to fit accordingly. Trial and error is alot better then assuming (OSI is good at that
).
Lets not tear down a simple feature because it wasn't in the pre-alpha then later suggest something we know wasn't in the prealpha. Lets not forget what the objective here is.
Nothing is set in stone when it comes to the ruleset. We have to find what works and understand why.