After playing around a bit I would say that some parts probably need a few tweaks.
BarsI honestly like them but I think there are some improvements to do for usability
OC BARI honestly like them, but pips for OC are not a good since they interact badly with spirit stance and you don't know when a skill will work or fail. And it's also difficult to know when the bar is full.
I would switch to numbers, if that doesn't sounds good another fix would be to:
- if spirit stance is active enable the skills only when OC is skill + 10
- make the "full bar" more obvious
HP BARI like it, but I still prefer to also have the HP as number.
1HP is not the same as 5HP (in the first case spark will fail).
Monster healthQUOTE(Tenboro @ Jun 22 2017, 11:49)

Monster health scaling was changed. Above level 100 it will shift more from difficulty to monster level, scaling up from 1x at level 100 to 4x at level 500. Max difficulty modifier was reduced from 8x to a 2x. Base health from endurance was reduced from 6 per point to 5 per point.
Reports coming in say that at medium level (300-350) monsters have visibly less health and make for faster clear.
Considering that melee styles (1H in particular) don't really scale after level 350 this change somewhat breaks the balance, melee players will top at around lvl 300 and then get weaker the more they level up.
Also mages will probably top at around 400-450.
I don't want to be too whiney or ask to revert the change, but I suggest a few possible tweaks (others opinions are very welcome).
- Logarithmic scale
- level scaling tops earlier (lvl 400 for example)
I think something like x3.5 HP at lvl 300 and x4 at lvl 400 would be somewhat balanced and fair.