1. more team game play implemented:

im not sure how many ppl will be in one lobby/game im guessing 5 like in PL and SL but i think there should be more combos that involve more then one class, like in pl the mega combos needed all 3 classes to perform and maybe only 1-2 that need 2 classes like: Root+Light= nature strike and that was all a mage and bird could do so have more combos that incluse only 2 classes (assuming there are 3 classes in DL) if there are more then 3 classes then same still applies. you get the idea but ill move on now.

2. elixirs and health packs:

this will be split into 2 paragraphs talking about each one separately.

elixirs, this links back to my first point, dont make them to OP, the shear number of thrasher users has earned the title of the ''thrasher gen'' as quoted my snakespeare, and i wouldnt like DL to go down that road to, make the elixirs 4x xp and not 4 a 4x thrasher where you can auto someone and they will just drop on the floor cos of that elixir. if you are going to sell the elixirs that give 4x dmg, armour etc. put them into a sub-category under: 4x, 3x and 2x and make it so you can but a max of 2-3 elixir at a time from all 3 sub-categories, and maybe have a 1.5x for gold where you can get thrashers but ofc its 1.5x so it wont be OP, this will force people to buy the thing they need, the xp pot without getting the insta-kill head shot combo pots.

and now onto health packs, dont make them to expensive like in SL but if this is the case then make gold or whatever the currency is going to be a more frequent drop from enemies so you can be getting 3-4 gold per kill which means people can afford the health packs and will keep their K/D in good form and help the group a lot more by being alive rather then dead.

3. items and game balancing:

again will be split into two paragraphs explaining each one.

items, so say there are 3 classes, you have the tank who takes the dmg controls the mob and takes the agro, and you have the healer and dmg dealer as on Pl and Sl (warrior/commando, engi/mage and bird/operative), make the items suited to each class so as not to make them to OP, for example, currently in Pl there is the lillith wand set and the orlok sword set, both make their home class (class which they were made for) very OP in the communities eyes, the way i see it is if you give a class one necessity you must take one away, a bear for instance needs armour and dodge to survive the wrath of groups, if you take both away the tank will die, but if you take one away it can still survive but will take more skill then having both. same for a bird or what ever class is the dmg dealer in sl, you take away dmg you give it crit and vice versa

balancing the game, well ive watched the trailer if you can call it that and have seen there are many classes (or what look like separate classes) and i think in in PL before GCD the bird was the king of the arena, that needs to change. make each class have one or two that can counter it. this will balance out pvp giving everyone a chance against each class therefore making the game more enjoyable and keeping ppl into the game and making some more of da moneys

ik it might be a bit late cos the game is coming out soon but some ideas for the next few patches in the future

peace

-Gel