About combat and the whole death dynamic. Put simply, it's bad.
I've had reservations for awhile now, but it's taken some time after they announced the bloodlust stuff for me to crystallize in my head why it's so bad.
Here are the problems as I see them:
- PC respawns and NPC lack thereof create a fundamental imbalance due to their equal emphasis in large scale (and perhaps small scale) PVP.
- These imbalances create terrible gameplay loops and eliminate incentives for certain types of PVP.
To describe the first problem best, imagine the course of a pitched battle: two sides face off, start killing each other and one side or the other starts to gain the upper hand due to attrition. Except, some of the previously slain players start to get back up, zombie-like, to keep fighting. The essence of the problem is that this ability to keep coming back into the fight means that the side with the more PCs has a huge advantage. If numbers of PCs are relatively even, then maybe it's not a huge deal, but if an army is made up of majority PCs, or even just substantially more PCs than an opposing side, it can completely skew the normal effects of a battle. Imagine fighting your opponent to a stalemate, only to have more and more of their soldiers keep getting up. If you have a situation where two sides fight each other to a standstill, that's still effectively a loss for the side with fewer PCs.
Which brings us to the second problem. There are three options at this point: leave the mechanics as is, have dead players respawn at a safe place, or simply do away with soul-walking and make all deaths permadeaths.
Leaving the mechanics as they are means that once you lose an open field fight, you are done as far as your character is concerned. Any group with a brain in their heads will simply camp your bodies with OPCs/NPCs until you permadie. You could say that this is simply the consequence of losing, but this is a crappy game mechanic for all involved. It sucks for the people who lost because they have to deal with endless spawn camping. And it sucks for the victors, because they have to waste time and/or characters to keep killing you. But people will still do it because the benefits far outweigh the downsides at a strategic level.
Creating safe respawns keeps the above terrible gameplay loop from developing, but it locks in the advantage of larger groups that I talked about at the beginning. If your group is large enough, you can simply launch your warm bodies at another side, and as long as you aren't sub-humanly terrible, you can grind them down until they lose through sheer force of numbers. It just seems too much of an advantage to me that one PC is worth 10 or so NPCs in terms of longevity. At that point, why even have NPCs in combat at all? It makes it too easy for larger groups to come in and dominate.
Finally, there is one-time permadeath. This solves the problems of both of the previous solutions by putting PCs on par with NPCs in terms of longevity, without eliminating the inherent advantage PCs have (they aren't controlled by terrible AI). The biggest issue here is not in the gameplay, but rather getting players to accept it as a solution. Permadeath is scary, but to be honest, the consequences aren't all that different from any other full loot game. You have ways of passing your property to heirs, and the reincarnation system means you can get a leg up on reskilling new characters. In EVE, the mantra is "don't fly what you can't afford to lose," or in other words, be prepared because you know that you will die eventually. It functions fine there (they have ship insurance and what not but you still ultimately take a loss with each destroyed ship that you have to make up for), and it is (was, but that's another story for another time) a very successful niche MMO. People will play with these mechanics if you give them plenty of warning ahead of time. And frankly, the higher stakes make for more thrilling gameplay. Adventures really mean something when you could lose it all with a mistake. Trading becomes more profitable. I think it would honestly improve just about every aspect of the game. Change sparks of life to give you a certain amount of characters per use, instead of the life of one character with multiple respawns, and you will have a game with much more robust and fun game mechanics.
TLDR: get rid of spirit-walking and introduce one-time permadeath to solve fundamental PVP imbalances.