OK! Just finished my class storyline at level 49 and I have some additional thoughts.
TLDR: The new ability choices are very fun to play with, and it's great how easy it is to switch between them. Certain decisions about when abilities are learned and how certain perks work confuse me, but it didn't affect my playthrough to a significant degree. The difficulty of playing through the class storyline seems perhaps a little more challenging than it is currently, but is still at a good place.
- First and foremost, the ability tree works great for me. I wasn't sure about it when I started and it took a bit too long for my taste to begin seeing progress, but once I started getting to make choices it was great. Being able to switch easily between the different skills was awesome and made me more confident in just playing around with different stuff to see how I liked it. I really liked the perk that makes Force Scream into a cone, very cool!
- The skill tree interface itself worked great, but I don't totally agree with how some the the abilities have been moved around, and how some perks function. Saber Throw is an iconic and very useful ability! Even on my main character I sometimes use Saber Throw simply because it looks so cool. Why is it now unlocked at level 47? I only got to use it in a couple fights before I finished the class story. The passive ability Sundering Throw, which modifies the Saber Throw ability, is unlocked like 15 levels earlier. Seeing Sundering Throw in my abilities page even though I hadn't yet unlocked the ability it modifies was pretty confusing.
I mentioned earlier how I really liked the perk that makes Force Scream into a cone, and while it is SUPER COOL when it works, getting it to work is kind of awkward. From my experience using it, instead of turning Force Scream into a cone that begins at your character model, the cone instead only spreads once it hits your target, and then continues in a cone in the direction your character was facing. This is suuuuuper awkward to space in order to hit multiple enemies effectively, and is not at all intuitive. It's awesome when it works and you hit a whole group of mobs, but it doesn't work at all like my brain thinks it should and it's quite hard to use because of that.
- Lastly, the difficulty of story missions seems just a tad harder, and I think this is for the best. I found myself being a lot more careful about aggroing multiple groups of enemies, and I had to treat elite and champion enemies with much more respect than I would have in the current patch. I found my health bar getting much lower than I'm used to in story content, which I personally enjoy.
This playthrough has only made me more excited to see the final product! So pumped for 7.0!