Thanks for the feedback. I think you will see several of the QOL improvements you mention here in the new UI but you also mention some good ones to add. Thanks for the support and we'll look to get these in the pipeline.
I propose to leave the rolls system intact, leaving two main parameters + constitution, as important stats.
The remaining 3 can be implemented in a peaceful form.
For example, add to each dungeon for NPCs with their randomly roll that once per run can help all parties when provided that the character who spoke to him the same as at least one parameter.
If all players will roll high rates (including useless for them), the chance to help will tend to zero.
Help may be quite different from the level pass (throw down a rope ladder on which all the team will be able to climb and so on), open
secretive passage to the treasure \ secret boss, will allow once per passage to rise to the whole team if they all die.
Of course, this approach will add developers to work, but will not have to worry about the system of character generation and amateurs reroll hours (like me hehe).
We are potentially looking at a way to make a pseudo transmog system. That may be a bit away. Any additional quality of life things let me know. AI that follows is being worked on and may come sooner rather than later.
The Holy light spell - I know the AOE radius was recently changed to do more damage and a bit wider (with higher recharge), but the visual effect did not seem to change since launch. I do not seem to use it as often as Smite.
What about changing the Holy Light to an actually be a light source for in dark areas like the Wizard's light spell?
Smite definatley is the primary damage dealer. Not sure about changing holy light into a light spell, though. Maybe an AoE debuf with the possibility to insta-kill undead?
Divine Shield - Does it only work for projectiles or does it work for melee as well? I was thinking maybe on the higher levels of the spell, there can be a chance to reflect the projectile/damage back at the source so it will do some damage back (in Rogue Legacy there was an item you can craft from the blacksmith with 'Retribution' status that would do 50% damage back to any damage you received from enemies or traps that worked really well).
Divine shield does not work against falling damage. I'd still like it to scale depending on equipment worn. Cloth biggest DR - plate smallest
Blessing of Wisdom - I think it should be permanently applied to your character's spell power, but you should also be able to cast it on allies, maybe with a longer cooldown? Sometimes when i aim to cast it at an ally, it will just cast it on myself instead.
Hmm, something like 'permanently add 5/10/15/20/25% to your wis stat - can be cast on friendly targets (excluding self) for 1.5/5/7.5/10/12.5% ' ?
Healing spells - Right now we have Heal, Group Heal, Channel Heal, and Regen
The Group heal, right now it looks like you need to stand in one place and hold the ability button you have mapped, and it will heal those around you but the description says it sends a blast of holy magic to those around you , which makes me think its an instantaneous spell.
Channel Heal and Regen: Are they pretty much the same type of spell but one you have to target and heal and the regen you cast once on your target and then it will gradually heal? In this case I think the Regen might be better and have it as a 'fire and forget at your alliy' type spell.
Keeping with the Holy theme or the Cleric, what about adding a 'guardian angel' type spell? You could cast it as a familiar on yourself or on an ally, and it could fly at about shoulder height or so and protect the target by taking its damage & healing, and maybe doing some melee damage as well.
I suppose familiars and such would be Summoner spells (assuming we'll see summoners) but the angel could be a light source and AoE debuff against undead creatures?