So I was watching Fractured for a good while, 198 level foundation and all that, and finally there is a PvP focused test that I can enjoy, and I can finally whine about PvP balance in a prealpha like I threatened to do months ago.
I'll try to not to be biased, but I'll probably fail, so what I write is written from a perspective of a assassin-wannabe character with 16/20/1610/7/13 stats Abilities are: Shadow Step, Shadow Walk, Shadow Dance, Crippling Strike, Death Mark, Strike Wounds, Blinding Strike. Talent wise - stealth and dodge is maxed, rest is dumped into the perception tree, with an "inevitable" perk.
The most annoying problem to date
So the first thing that I'd like to notice right away is that it's way too easy to esacape a fight. You can simply walk away from almost any build. Instant bandages paired with huge passive HP regeneration ensure that even if you'll manage to get some hits on a fleeing target, it the long run, it'd just regenerate all the health back.
The most annoying glitch to date
Next, a weird glitch prevents proper testing, as sometimes attacks just stop connecting for no reason. No blocks, no dodges, no ability procs, just poking the air. It often happens in PvP, less often in PvE if PvP flag is on. In the latter case, turning the PvP flag off helps, in PvP - nothing helps. Apparently this glitch only takes place with daggers and fists, can't even imagine how's it possible. But it's annoying as hell and makes me shriek at the screen like a little angry schoolgirl. Please fix this shit.
Popular archetypes and lack of flexibility
Overall character roles seem to have split into three categories for now - archers, warriors and mages. They're all played more or less the same, but differences are noticable. I haven't met many people who play assassin-like archetype, probably because of the glitch, and little to no people creating anything outside of the standart roles.
I personally think that the reason for this is abilities being too restricted. For example, all the invocation abilities are bound to int and can't be used by any character that isn't int-heavy, while they could have some secondary effects which would scale with other stats as well. Touches are restricted to unarmed only, but they could be made to be used with any weapon, giving unarmed builds an advantage in attack speed.
Most assassination abilities are not that strong that they should be bound to light armor only, besides, some of them are outright bad at the moment, like Assassination, that eats up a whooping 6 memory points and deals a flat damage multiplied by target's missing health percentage.
There are some rather unrestricted abilities, sure, but for the most part, many, many abilities are very restricted, especially to int-heavy characters.
General PvP flow
What feels good is relative freedom of building, even if quite restricted. What feels not that good from a perspective of a melee character, is that pretty much all the fights are either three button presses + hold click and waiting for who dies first, or one of the participants running away with no chance to catch him. It gets more fun when you play against ranged characters, but it's very frustrating to try to catch them, as melee weapons' reach seems to be so little that even if you reach a running target and perform a hit - it runs away before the hit is landed. Not that it makes ranged characters impossible to kill, no but the whole fight is centered around trying to get a hit in, I mean, not fighting the enemy, but fighting weak weapon reach + ping.
TTK
This is a matter of preference mostly, but I feel that TTK is way too big. People are simply not dying. Especially if you're fighting a tanky build - it takes literally forever, very often this fight just never ends. Quick fights may take place, but they usually involve a newbie mage with bad awareness.
TTK and CC duration
Mycharacter has very low charisma, not much constitution, so it should suffer from CC quite alot, however it doesn't happen. With TTK we currently have, CC doesn't do much. Say, bash only lets you get one more hit in, when you often need well above 20 hits to hope to finish the fight. IMO either TTK should be reduced or CC duration - increased.
Purely assassin things
Just some feedback on my own character.
I tried to make something resembling a usual assassin. It should be a burst heavy character that's bad at sustaining prolonged fights.
First disappointment was the huge TTK that doesn't quite allow creating a burst-focused character for quick fights.
Second one - lack of a proper opener. That doesn't allow to create a burst focused character at all.
Third one is stealth. It's bugged and for some reason people can just see me from time to time, from any distance. To be really invisible you must use Shadow Walk when you're already rendered on an enemy screen it seems, as rendering a character (like if someone logs in onto your head) shows it without stealth.
Shadow dance is bugged as well, and it's animation can be seen even if you're invisible. Which is ironic, since it's expected to make you more invisible, if anything.
Forth one is Assassinate. The icon looks cool, the name suggests that it hits hard but really that's not the case. It consumes insane amounts of mana for a str/dex build, requires huge amount of memory points, and results in 12*missinghp% damage if you have maxed perception. So if an enemy is at 30% hp that's about 800 damage, which seems good on paper, but in practice this ability requires so much mana and memory points that you're handicapping yourself a ton. With constant bandage use, single shadow dance will give tons more damage overall, strike wounds + any wound of choice will give tons more damage as well, with much less requirements. I'd suggest to make this ability a very strong opener instead of a finisher. And in it's current state it looks especially bad if compared to WOP:Kill, which is simply better in everything.
Also, primitive dagger description says that it ignores 40% of enemy's armor, but it doesn't seem to work.
Overall gameplay is to just click someone and press wounds abilities from time to time, not very dynamic if you ask me.
General balance
From my personal perspective, the strongest builds are con-based fighters, followed by archers and mages. Can't place thief-like characters anywhere because of bias.
Fighters are clear winners because of second wind, plate armor and frenzy. Second wind replenishes full HP to anyone, be it 1.5k hp squishy character, or 3k+ hp armored one. Con based fighters have lots of HP, armor and resistances, so they can use second wind more than once during the fight, and frenzy basically gives lots of DPS and movement speed. In both cases, those abilities require no mana, so int can be dropped, and as evasion mechanics are really weird (0 accuracy character hits a 700 evasion character with about 50% chance), perception can be dropped as well. Some people said that full plate will probably be expensive if it would be crafted and not given away for free, if that's the case - fighters will have it much worse, as they wouldn't be that strong without plate.
Archers have good burst damage and kiting capabilities.
And mages, well, since the crit chance fix I didn't see many of them.
Overall, second wind/frenzy seem overpowered, word skills probably need to be looked at, and there are some trash abilities like assassinate or bleeding strike, well, apart from that game feels relatively balanced and very playable.
Misc
Lots of love for friendly fire. It helped me to 3v1 once, and will, in the future, help to fight zerging.