First I will state that my compet name is Cail. You can find me on the Arena Leader boards. I normally stay close to top ten.
Second I will state that some of my suggestions will make the game more difficult/time consuming so if it actually happens don't hate me because this will help the longevity of the game.
Third I would like to address PvP.
As I move forward and test different builds (i.e. stat builds and spell combinations) I have noticed that there is a huge advantage to a few specific builds.
First is the turtle. You load up on spells to debuff your opponents attacks, shield yourself, and heal yourself while building your stats to focus first on mana regeneration, second, stamina, and lastly health. Putting no points into initiative. This practically makes you invincible at higher levels and the only way to defeat it is to be really lucky with critical hits which are rare due to your high stamina. Your mana regeneration will be so substantial that you won't need to worry about it when casting your spells and your stamina will keep you from sustaining the very scary return damage which results from running out. At level 15 I have not found a way of beating this build without being very very lucky.
I haven't put much thought in a way to equalize this due to most of my fights happening at lower levels because that is where the activity is.
Second is the tactician build as I have come to call it. In this build you focus mainly on mana regeneration, secondly on health and evenly on stamina and initiative. The spells consist of the most mana efficient damage spells such as bite and claw, your poison, 2 heals and body slam. I use this on my lvl 8s and 9s and the only time I am defeated is when I run into a lvl 11 turtle. Not much testing has been done with this at higher levels due to inactivity of high level arena fights.
I see nothing wrong with this build due to the fact that it does actually take a good amount of thought and calculations to use.
Third is the Assault build. Using an attuned pet for the extra mana you simply load on high damage spells alongside your heals. Your stats are allocated in mana regen and health and slightly into stamina depending on your level. Your goal is to deal as much damage as quickly as possible. Testing this against other peoples builds I have determined that it is feasible but pointless due to the effectiveness of the first two builds I listed. That being said it is a great beginner build as it doesn't take much thought.
My suggestion to make PvP more enjoyable is to list the number of players from each bracket. This would change based off of your pet's level. So if I jump on my lvl 15 I would be able to see that there are currently 8 number of people battling with pets in this level range. If I jump on my lvl 8 I would be able to see that 14 people are currently battling with this pet. This would prevent people from wasting 15 minutes in the queue because they can't tell if people are battling or not.
Fourth is, of course, addressing PvE.
PvE is messed up in more than one aspect. For example, I can auto battle as much as I want at no cost. This means that even though I just spent 69k on a huge building upgrade I can simply fight one mob 69 times and make it back. This takes maybe 5 minutes and I can do it for free. I'm not suggesting to make auto battle a premium feature but it should cost gold to do (maybe 70%-90% of the gold earnings from the fight?). This is such a big deal because gold isn't a commodity which makes the gold mines pointless. Another issue is the number of levels to fight. I completed them all within the first 24 hours of the games release and now its just a mindless grind to level especially at 15+. I want to be clear that I am not asking to make it easier/quicker to level but fighting the same mob 300-400 times to level is boring. Add new levels. Increase experience payout for actually participating in the fight (considerably to make it worth the time) Another issue is recovering health. At level 15+ I can earn 20k-30k gold before having to heal for a measly 20-40 gold. I understand that this is to make it easier for lower levels but even back then the payout for completing a fight was 10-30 times the amount needed to heal. My suggestion for this is to increase the cost of healing based off of pet level instead of the amount of health missing.
I have a number of other suggestions that would be low cost and high profit and I could do all the math to get your numbers right but the only way you could get me to do that is to pay me. I'm not going to help design your game any more than the above unless I get something out of it. I bought a number of compet deeds but honestly I got them all at the 10$ price so I could sell them all right now and still make a profit so you can't use that to entice me into helping more.
Second I will state that some of my suggestions will make the game more difficult/time consuming so if it actually happens don't hate me because this will help the longevity of the game.
Third I would like to address PvP.
As I move forward and test different builds (i.e. stat builds and spell combinations) I have noticed that there is a huge advantage to a few specific builds.
First is the turtle. You load up on spells to debuff your opponents attacks, shield yourself, and heal yourself while building your stats to focus first on mana regeneration, second, stamina, and lastly health. Putting no points into initiative. This practically makes you invincible at higher levels and the only way to defeat it is to be really lucky with critical hits which are rare due to your high stamina. Your mana regeneration will be so substantial that you won't need to worry about it when casting your spells and your stamina will keep you from sustaining the very scary return damage which results from running out. At level 15 I have not found a way of beating this build without being very very lucky.
I haven't put much thought in a way to equalize this due to most of my fights happening at lower levels because that is where the activity is.
Second is the tactician build as I have come to call it. In this build you focus mainly on mana regeneration, secondly on health and evenly on stamina and initiative. The spells consist of the most mana efficient damage spells such as bite and claw, your poison, 2 heals and body slam. I use this on my lvl 8s and 9s and the only time I am defeated is when I run into a lvl 11 turtle. Not much testing has been done with this at higher levels due to inactivity of high level arena fights.
I see nothing wrong with this build due to the fact that it does actually take a good amount of thought and calculations to use.
Third is the Assault build. Using an attuned pet for the extra mana you simply load on high damage spells alongside your heals. Your stats are allocated in mana regen and health and slightly into stamina depending on your level. Your goal is to deal as much damage as quickly as possible. Testing this against other peoples builds I have determined that it is feasible but pointless due to the effectiveness of the first two builds I listed. That being said it is a great beginner build as it doesn't take much thought.
My suggestion to make PvP more enjoyable is to list the number of players from each bracket. This would change based off of your pet's level. So if I jump on my lvl 15 I would be able to see that there are currently 8 number of people battling with pets in this level range. If I jump on my lvl 8 I would be able to see that 14 people are currently battling with this pet. This would prevent people from wasting 15 minutes in the queue because they can't tell if people are battling or not.
Fourth is, of course, addressing PvE.
PvE is messed up in more than one aspect. For example, I can auto battle as much as I want at no cost. This means that even though I just spent 69k on a huge building upgrade I can simply fight one mob 69 times and make it back. This takes maybe 5 minutes and I can do it for free. I'm not suggesting to make auto battle a premium feature but it should cost gold to do (maybe 70%-90% of the gold earnings from the fight?). This is such a big deal because gold isn't a commodity which makes the gold mines pointless. Another issue is the number of levels to fight. I completed them all within the first 24 hours of the games release and now its just a mindless grind to level especially at 15+. I want to be clear that I am not asking to make it easier/quicker to level but fighting the same mob 300-400 times to level is boring. Add new levels. Increase experience payout for actually participating in the fight (considerably to make it worth the time) Another issue is recovering health. At level 15+ I can earn 20k-30k gold before having to heal for a measly 20-40 gold. I understand that this is to make it easier for lower levels but even back then the payout for completing a fight was 10-30 times the amount needed to heal. My suggestion for this is to increase the cost of healing based off of pet level instead of the amount of health missing.
I have a number of other suggestions that would be low cost and high profit and I could do all the math to get your numbers right but the only way you could get me to do that is to pay me. I'm not going to help design your game any more than the above unless I get something out of it. I bought a number of compet deeds but honestly I got them all at the 10$ price so I could sell them all right now and still make a profit so you can't use that to entice me into helping more.