Let the top % of players determine balancing, not the mass I would just like to react to this by saying that every feedback is important. Even the casual one. I saw many games going down due to their choice to ignore casual players feedback (Heroes of Newerth comes to mind). Where the community shrank to nothing because new player experience is not good. If a lot of players think something is unfair or "op", because they can't see the weakness of it, there's a problem. Maybe the feedback showing the weakness is not important enough. Maybe the feel isn't right. (which also needs change) As it stands now, I have several issues with the game, but he does mostly well. (level design is great for example, towers are interesting, and there's a lot of stuff going on) ----------- At its core mechanics, I think the "hero dps" is flawed (like not important enough) when geared towards it. The resistance of main hero targets is a pain (burrowers, and healers mainly) because they soak out too much damage from your hero. If it's a core "support" target (healer, summoner, buffer), it should be killable mostly by heroes and less by towers. It represents my opinion of course, but gives something to do for the hero during waves others than repairing stuff and using skills at important times. The leveling part is really really boring. It concernes me a lot because a lot of players will quit after completing the story. Having to unlock towers and skills means you can't have any choice during building in the firsts levels which makes the game not interesting at all. (not a good new player experience, even if it's in order teach) The leveling 30+ is mostly onslaught hard, which is slow, not really interesting after a few maps, doesn't bring anything new to the table. (no new skills, towers swapping or specialization besides orbs).