Big cheer for impending content & speculation!

Me being an obstinate d**k aside:
I'd like to offer a big, sincere cheer to the devs for the impending implementation of the stuff they said was being putt off until the very end of development!
Huzzah!
The final secret class! I'm stoked - what will it be? A hybrid? A spiker? A regen fighter? A blatant glorious cheatcode?
The "extra" quests? Three class Daemonic Library final class unlock? The obligatory class challenges?
What do you guys think?
On a related note - loose ends are being tied up! Doubledoom/Crystal Ball shifting was actually huge in my eyes. So was the cydstep re-buff (always though it would signalize a definite sign that the beta is drawing to a close). There's a few more things that could do with a touch up. I really hope I can squeeze one more full comb through of the game once the codex is online to test it out before it goes live (or even if it goes online and then gets a nice patch). I know I've been spent as a feedback provider for a while now, and that fresh insight would be more welcome, but there might very well be some use in one more "concise writeup" series. A more concise one, since so much has been smoothed out since the last one.
So one more time, before we get lost in the new content and slump into inactivity waiting for the codex, what has been infinitely left for later / given up hope on in the same vein as a doubledoom/cydstepp alterations:
What I know is:
- The difficulty level might've been scaled down a bit too much in case of certain dungeons in the cydstep/monk nerf aftermath (came up nicely in the "certain hard dungeons are in fact easier than makes sense)
- Southern Swamp in particular is mysteriously easy (could maybe use a weakling second boss?)
- The two major complicated tasks dungeons have been nerfed too hard over time (Berserker camp and Magma mines). Maybe.
- Darvin has been annoyed with JJ for the longest while, possibly with a good reason
- Taurog could maybe use his damage boost on unstoppable fury back. It's a bit nasty with monks, but wth, we tested all the other stuff extensively enough (I guess)
- Could Naga Couldron maybe get a passive 5-10% increase regardless of debuffs? All the other vicious rewards are majorly kick ass compared to it... Maybe if it started you off with a debuff or two, like slow and stuff, to make it less dependent on other sources of debuffs. Hmm, this warrant it's own thread
- What about the thief? He was way too good once upon the time, but the tinker and the transmuter make awesome generalists and he has more competition for the role regardless of power, so maybe rebuff him? Who knows?
- What about the way magic resistance on monsters works? Are there good enough reasons to keep it the way it is?
Ok, I've overdone it as usual, but hey - even if nothing comes off this, I'm sure a nice, disciplined playthrough will have me come up with more minor and easily tweakable things.
I'd like to offer a big, sincere cheer to the devs for the impending implementation of the stuff they said was being putt off until the very end of development!
Huzzah!
The final secret class! I'm stoked - what will it be? A hybrid? A spiker? A regen fighter? A blatant glorious cheatcode?
The "extra" quests? Three class Daemonic Library final class unlock? The obligatory class challenges?
What do you guys think?
On a related note - loose ends are being tied up! Doubledoom/Crystal Ball shifting was actually huge in my eyes. So was the cydstep re-buff (always though it would signalize a definite sign that the beta is drawing to a close). There's a few more things that could do with a touch up. I really hope I can squeeze one more full comb through of the game once the codex is online to test it out before it goes live (or even if it goes online and then gets a nice patch). I know I've been spent as a feedback provider for a while now, and that fresh insight would be more welcome, but there might very well be some use in one more "concise writeup" series. A more concise one, since so much has been smoothed out since the last one.
So one more time, before we get lost in the new content and slump into inactivity waiting for the codex, what has been infinitely left for later / given up hope on in the same vein as a doubledoom/cydstepp alterations:
What I know is:
- The difficulty level might've been scaled down a bit too much in case of certain dungeons in the cydstep/monk nerf aftermath (came up nicely in the "certain hard dungeons are in fact easier than makes sense)
- Southern Swamp in particular is mysteriously easy (could maybe use a weakling second boss?)
- The two major complicated tasks dungeons have been nerfed too hard over time (Berserker camp and Magma mines). Maybe.
- Darvin has been annoyed with JJ for the longest while, possibly with a good reason
- Taurog could maybe use his damage boost on unstoppable fury back. It's a bit nasty with monks, but wth, we tested all the other stuff extensively enough (I guess)
- Could Naga Couldron maybe get a passive 5-10% increase regardless of debuffs? All the other vicious rewards are majorly kick ass compared to it... Maybe if it started you off with a debuff or two, like slow and stuff, to make it less dependent on other sources of debuffs. Hmm, this warrant it's own thread

- What about the thief? He was way too good once upon the time, but the tinker and the transmuter make awesome generalists and he has more competition for the role regardless of power, so maybe rebuff him? Who knows?
- What about the way magic resistance on monsters works? Are there good enough reasons to keep it the way it is?
Ok, I've overdone it as usual, but hey - even if nothing comes off this, I'm sure a nice, disciplined playthrough will have me come up with more minor and easily tweakable things.