On the Luck vs every other enchantment topic.
Fighter does provide better damage than Luck overall, especially since critrates seems to have dropped a lot.
Wizard is still strong as ever (for some reason, some wiz based classes deal massive auto attack damage, pyro as an example, does ~400 per auto, non crit with just a 15% boost on.)
Thief is just broken, litteraly not working as it should. This should be one of the priorities to fix, if you ask me.
I still think hybrid is kind of on the weak side, it doesn't really know what it want to do for the class.
Haven't tested anything with Healer or Spellbreaker yet.
With the way luck increases crit mod right now, you just need to reach certain threshholds and then go with the primary enchantments after that. It's kind of stupid that Luck wouldn't just be a static increase per stat to the crit mod, but rather every 100 luck gives you +1 to your crit mod. I'm not even sure the stat itself increases crit mod at all, if it does, it's not by much, as Fighter enchantments gives more static crit mod increase per stat of strength.
Overall though, haste is just so much lower for most, if not all classes without haste buffs, so the combat does feel slower than it does on normal servers currently. There's also the fact that crit chance has been lowered by quite a bit, which in theory makes Luck less useful, unless you have some 100% crit abilites. As an example, Glacial Berserker can only reach about 50% critchance, where it usually has close to 100% on normal servers. Speaking of Glacial Berserker, I found out that I could get a haste of above 1, it was pretty funny as long as it lasted.
Btw, are passives even working? I know VHL's rank 10 isn't, as I have as much hp as any class enchanted with the same enchantments, basicly. Legion Doomknight's haste buff also doesn't seem to work, both LDK and Classic LDK has the same haste modifier, but LDK should have +0.1 on Classic LDK
I was thinking something like small icons below your portrait, but big enough to be readable of course (readable as in being able to distingquish what the buff/debuff is), maybe with a section for buffs and one for debuffs. This could also be the case for the enemy.