Some feedback from me:
TL DR ;
Pros: Resolution, hotkeys, ctrl-click, throwsin, current state of Broadside SkillCons; Sprinting, Mana Issues across all builds, both sentry skills in assassin tree, Cyclone Oskill.Mixed feelings: quest locks, Laughing Ghost, time required to level character past ~110
Overall gameplay;
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Increased resolution is straight up goldy, great work on this one, GUI is sweet and nopickup/map reveal hotkeys are really great QOL. Also big props for ctrl-click in inventory management.
However i don't understand the concept of "sprinting". Some characters are required to stay away from enemy and when they run out stamina, they just straight up die because of stunlocks/low hp pool.
Quest locks sometimes seem to be pointless, especially in very first ubers like butcher, creature of flame. I understand when stronger charm is gated behind questlock like Legacy Of Blood and Cathedral of Vanity when these 2 charms combined gives +3 max skill levels which is significant upgrade for any given character.
Mana costs and mana regen is straight up stupid for spellcaster characters as they have no way of mana sustain on bosses without ads. I think that either mana cost of most skills should be at least halved, or mana regen and mana regen mystic orbs should be significantly buffed so with enough mo space used, your mana regen is alot faster thus making spellcaster gameplay much more smoother (except that perfectly balanced mana skill from sorc). Currently even mana potions don't help alot. As an effect, staying away from casters for now even though enemy immunities are one of the best changed in SIGMA. Many of these mana issues apply also for attack based characters. My point here is that investing into pure mana regen should be a profitable and considerable choice when making a build.
Also I'm not sure what to say about leveling characters past level 110. Feels a little to grindy but that's maybe because I have slower clearspeed? Level requirement for ubers is indeed cool thing but leveling a character to that point feels just abit to long.
Commenting classes i tried:
ASSASSIN
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Bombs/Sentrys
Extremely underpowered in current state of the game. I had full investment into fire spell damage, +skills, fire pierce and still fireball sentry felt like shit. Literally. It definitely need damage numbers rework (1 point twin fang had more damage than maxed out sentry), maybe add additional targets to pre-explosion barrage, shotgunning on explosion, idk. Imo this skill needs major rework in next patch, I stopped playing bombsin on level ~90 and went throwsin which turned out to be okay (currently lvl 124). Same applies for electrofield sentry, didn't play alot with it but i noticed that it needs and area of effect characteristics (projectiles always piercing) in stage before explosion, and maybe bigger aoe(not sure?).
PS. Also, fireball sentry looked better when it had fireball gfx, not fire bolt.
Throw (non-scorpion blade)
Storm Crows - Great skill, using it atm for teganze grind to 125, however losing knives is sort of annoying in some situations but can be skipped with investment in 2 specific SU, and I still have no idea what qualifies for "when hit" on this skill. Is good and fun to use, especially on bosses.
Maelstrom - Great skill, however 90% to magic conversion straight up disables life leech abilities. Regardless of that, great skill for clearing, very fun to use.
Wychwind - Builds up little slowly but does nice damage for stationary targets, quite effective with psychic scream (mobs run back into rift effect). Personally preferred blue flame version because it was easier to see it in darker instances.
Broadside - Feels like great support skill in close range combat in current state of game (i mean IT DOES NOT LOCK OUT OTHER RANGED SKILLS!!!). I think that if it was left as non-rangelocking skill even at cost of lower WDM like 66%, that would be great change, so you can choose between Storm Crows and Broadside for single target depending on what skill you like more. If this skill is meant to be back in it's lockout-state it obviously needs it's 150% WDM back, if you want to play pure ranged. (Also thanks for ruining infinite broadside chain by nerfing meshif's iron parrot kek. xD)
DRUID
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I wanted to try out the bow druid, but I knew he always was lacking the single target abilities at range. Hence i wanted to check out the "Cyclone" oskill from quivers since I seen that it works like Ancient's Hand. Unfortunately, aiming with this skill is straight up impossible, skill effect is literally NEVER going where it is aimed and i think that this might be fixed by making Cyclone go in straight line but maybe reducing it's speed in exchange, so you actually have to learn how to aim in bigger range. Then having this skill would be an considerable trade due to a fact that you need to sacrifice quiver slot for this oskill.
After testing that, I moved back to Laughing Ghost. I'm not exactly sure how to feel about single-target abilities of this skill. Sometimes it hits harder at center, sometimes not, probably due to some server desync stuff. But I'm sure that explosion should occur at the aim point, not fixed distance. To make it fair exchange, skill could have much less aoe with 66% or more WDM so it can become pure single target skill like paladin's divine judgement or necro's carnage (when maxing skill until level 8, otherwise timer is there)
Elfin weapons - not sure how to feel about this passive having Bow Damage bonus but all druid ranged skills can be used with either bow or crossbow.
Nova Shot - insanely fun and powerful skill in point blank range, 100% fire conversion lets you additionally scale damage with fire pierce, however it eats mana crazy fast and there is no way to leech it back (no phys dmg at all, mentioned mana issues earlier in post). In addition, it is suicidal to teleport into boss and keep shotgunning as bow druid. Especially uneffective with quest lock present on some ubers, hence why i wanted to try cyclone as ranged single target.