@GamerSeuss - thanks for all feedback.
"Moving while casting: This is a realism thing. Many novels and TTRPGs require you to not be moving, or moving only at a slow walk in order to cast magic, or you lose your focus, so that is likely the goal of the Devs here. As to one spell/ability interrupting another, that is kind of new to this test, so I haven't really experienced it yet to comment."
- I'm not against not moving, I'm saying I'd prefer the mechanic to cast the spell and stop me in my tracks because sometimes the continuous movement of running takes over. I'm trying to cast and normal button pressing/mashing just ends up cancelling 90% of my actions. My fluid movement constantly interrupts spell casting. There's a solid .5-1.5 seconds or more to cast at times. I just feel as a more mechanic this needs to be thought a little bit more through to not cause aggravation. As the mechanic currently sits I think its way safer to play a melee character. Mages feel frustrating/clunky so far to me.
"purposefully adding some slow-down frustrations to add some breadth to the game"
- To me that's like saying I'm going to add traffic to a highway so that the driver gets more frustrated with semantics trying to get where they are trying to go =). I completely understand skill-based slow-downs or frustrations, i.e. penalties, gameplay based hindrances that make a game more challenging, but this one is entirely / arbitrarily pointless to me. I understand things like not allowing town teleportion, etc as a game mechanic though.
"Tooltips: Your idea for tooltips on things is overall good, however, that doesn't mean they will get implemented necessarily during Alpha. Tooltips are considered QoL improvements, and although some do get implemented during Alpha, they are not a focus now, but rather the mechanics themselves. During Alpha, a big part of it is seeing what it takes for newb players to figure things out for themselves, so they get a better idea among other things, what tool tips are needed, and which ones are wasted code."
- While I completely agree with QoL statement and general "UX" enhancements, if it impacts me critically as a new player or user I think it should be explained somewhere over other tooltips. Both the return to town mechanic and endurance mechanic are completely unexplained. Understanding this is alpha though I get it. I've watched a few YouTubers though completely stop playing the game after <20 mins due to not understanding the core/simple mechanics of the game.
"The strafing thing goes along with the movement feel they want for this game. Maybe not with magic (see previous comment) but with other powers, attacking while moving is kind of the dynamic they are going for."
- Understood, I was more or less asking why my attack rate speed increased 80% by doing so. I do understanding there's dodging mechanics and real-time hit-box type functionality. I'm violently having having to move 1cm, right click, move 1cm right click because my attacks seem to go 80% faster that way.