And here comes my feedback! I've playing quite a lot in this alpha and I got to duel many many builds with my INT archer.
First of all, I would like to remind the other people in this thread that right now warriors are running around in full plate armor and are using metal 2handers. That's 80 iron ore and who knows how many coal. Not to mention the smelting time. At the same time the archers/assassins are wearing an unfortunate wolf that happened to spawn in the wrong place at the wrong time.
The over the top performance of warriors right now is due to the gear disparity in this test, don't confuse it with the warrior class actually being that strong. I'm actually worried about them being too weak.
Now on to my actual feedback:
I've been playing an INT based archer on a really balanced and versatile build. My stats are 15 15 15 15 10 10. I know, the 15 STR would have been better as 15 CON, but I like to have some carrying capacity.
This build so far has been hugely fun to play. You don't have extremely high damage, you can't dodge all attacks coming at you, you are not ultra mobile or ultra durable... but you have a lot of options. I'd been worried that in the end this build would fall back in terms of PvP and PvE efficiency, but multiple tests have shown me that I was wrong and it can go toe to toe with more focused builds. You just have to be creative during the fight 
I will probably use this build also outside this test, because the stats are so good, and allow me to switch from Archer to Assassin to Mage where needed. Within the archer build you can switch between light armor and medium armor builds and within the mage build you can go for classic or punchy versions. As a general purpose (but still good) build, I think that I've really hit the jackpot here.
Now, let's start listing my current balance worries.
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Currently the "Inevitable" talent is disabled. AND THAT IS A GOOD THING! The first day of the test it was working, and I could oneshot players. The effects of this talent on an high crit build are simply OP, especially when applied to the double shot! Something here has to change. (by the way, it can be blocked with shields right now, so it is not really "inevitable" :P). The problem probably lies in the critical system itself. High crit multipliers bring these kind of quirky effects and can insert a huge RNG factor in fights, especially in a game where the crit chances cannot be made high enough to become something you can account for. You can get impossibly high bursts coming out of nowhere during a fight. I would suggest to smooth it down. Critical multiplier should be capped to 50%, and all the extra damage over that should become a bleeding dot over 12 seconds (which stacks in case of additional crits, similar to the concussive strike effect).
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Healing is overtuned. I've had fights going on for an eternity simply because when you stack together multiple healing skills, you start regenerating way too fast. Heals should interfere with each other in some way, with diminishing returns.
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Acid arrows as a skill is too strong. It is a nice idea, and I would love to see more skills like that which tie together different archetypes, but the effects are such that even pure DEX/PER builds will always use it. I suggest to increase the memory cost to 6, to make it more of a choice OR apply a mana cost to every arrow fired.
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Longbows don't have a place. They cannot benefit from the light weapon damage bonus and prevent you from using a lot of skills. We need more generic ranged skills, so that the longbow becomes the standard weapon for pure archers, while the shortbow becomes the choice if you want to mix in some assassin/mage skills. Right now there are not enough skills avaiable to a longbow to create a3 build. Some of the Warfare skills that currently apply only to melee weapons could maybe be allowed also on heavy ranged weapons.
TTK is currently not a design issue, since it is due to the excessive healing and overabundance of high end armors. Currently, if 2 dps builds without plate armor face each other going all out on the offensive, the fight closes in a matter of seconds. The fights last long because once it is clear who would win in a direct confrontation, one of the contenders switches to a dodgy style of figthing, poking and baiting the opponent trying to create an opportunity. That is a good interaction. Fights between 2 pure warriors are kind of boring, but there isn't much you can do there.
A couple of ideas introduced in this test that I liked particularly:
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As I said, acid arrows. These kind of skills that tie together the attributes of different builds are extremely efficient in creating more builds. I would like to see more of those. Things like a flaming sword skill or spells whose effects depends on strenght. Stuff like that.
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For the same reason, adding critical hits to spells was a nice move. Now perception based mages are a thing.
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The second wind skill now depletes your rest bar. This is a good concept, skills that are powerful but tiring. I would like to see it applied to a few more skills, or have skills that tire the opponent (blight?). Having your opponent out of stamina would be a nice alternative win condition.