Total review score 3/10
Total and complete garbage. The initial allure captivated me, as I'm sure it did others, by quality of the graphics, optimization, and concept of game. This quickly sours when one actually gets in game as it becomes painfully obvious that two classes are insanely overpowered (pathfinder and warden), to any class. You're forced to play a class you may not like, just to stand a chance.
Multiplayer? Multifail. Allowing lvl 50+ in a room with noobs. Good luck getting ANYWHERE. Regardless if they are forced to sacrifice one thing over another, they still have the advantage. Regardless if it's skill, they'll still drop you so it's not even worth playing. Not to mention there isn't a large player base (never have I seen more than 20 active players in an entire night), the game stuffs everyone in the same room so you can't fault the players for it, though you could fault them for choosing the same fckn team constantly.
Shop navigation is a horrendous pain, and it becomes apparent that both content (or lack thereof), creative vision, and direction have been totally lost.
There is no point in buying anything in the ONE category offered to regular players, which is armor, because it's only cosmetic. While I like the idea of armor not being pay2win, it shows lack of creativity in that it's not at least play2win that could be easily balanced against another class. To a person of vision that would have given this more than 20 minutes of thought, they would have been able to formulate a way of encouraging sales whilst "maintaining" a "balanced" system; I'll let you determine the justification of the quotation marks.
Overall balance system is overly complex to the point of solo unplayability. Your choices are either to restat based on your natural adversaries, which will only recalculate to give you a new fresh hell, or be completely even across the board which makes 2 game mechanics completely useless and the gameplay itself repetitive. The match victory usually boils down to who lands the first critical blow, although the addition of healing posts helps to combat this... slightly. The team orientation is such that when playing in a room with even just 1 addition foe means loss before start, which I mainly attribute to the stat system and the two aforementioned overpowered classes.
Then they play together of course. Case in point: You are in co-op tdm lets say.. the game will calculate skill, class and match stats (I assume) and give your the corresponding nemesis. Now since the player base is so small, you basically have people that have been with this game longer, and prior to f2p transition that have refused to give up on the game given the premium paid and are a much higher level, which brings a bot of equally pain-in-the-assness to the room. Which means you, as a newcomer, will be dropped constantly leaving your team mate a nearly constant situation of 2v1.
My final critique is the sheer enormity of the maps. While I'm sure they were developed in such fashion as to accommodate a larger player base, it has slowed down gameplay to the speed of cold molasses.
It's impossible for the sane to enjoy this game. In optimistic light, these are the only things I can say about this game: It's pretty, runs smoothly for the most part, and has good artistic design, albeit not practical in game given the spot jump feature yet rounded and distanced geometry coupled with overhanging obstructions.