The team members at Big Picture Games, including those of us on the game design team, all loved the combat of Darkfall Online. For me personally it changed my perception of MMOs forever, as I had never experienced that sense of adrenaline rush and such fast paced combat in an MMO before. It is important though for this discussion to distinguish what occurred in Darkfall: Unholy Wars in regards to combat. Classes were hard coded into the game and spells like Dash, Evade and some crowd control ones were implemented. Wobble affected archery and spell casting, momentum was changed which altered the fluidity of combat, third-person archery and spell casting was included, and stat regeneration and time-to-kill completely changed. I will state, very strongly, that we have no intention of negatively affecting the core of Darkfall's combat, the same combat that kept so many of us playing Darkfall Online over the years. However, making changes to things like crafting or evaluating useless/redundant spells may indeed alter the balance a bit, and if it does we are always here listening to your feedback and will make tweaks/changes if necessary. In regards to our current focus, that is still on the New Player Experience, the initial Crafting Overhaul and Alignment. Changes to crafting, and even the changes to the races, may cause a shift in balance but we are not going to make changes and then leave you guys in the dust. That I can promise you.