Hyfrydle , I think you particularly will like these two changes coming in the next version:
* The action difficulty now directly affects the amount of cooldown time that enemies take. No rate of fire was going to please everyone, because players that want a more hardcore difficulty will need more enemy shots being fired at them, while players who want an easier difficulty need fewer shots being fired.
** Featherweight: 3.5x the prior time is now taken.
** Apprentice: 2.5x the prior time is now taken.
** Hero: 1.5x the prior time is now taken.
** MasterHero: no change from the prior version.
** Apprentice: 0.8x the prior time is now taken, making it even harder than before.
* The action difficulty also now directly affects the amount of telegraphing time that enemies take, giving players more time to react on lower difficulties.
** Featherweight: 2x the prior time is now taken.
** Apprentice: 1.5x the prior time is now taken.
** Hero: 1.25x the prior time is now taken.
** MasterHero: no change from the prior version.
** Apprentice: 0.8x the prior time is now taken, making it even harder than before.
Personally I'm one who loves the fast rate between shots, and I wouldn't want to give that up. I balance for myself at Master Hero level, same as I balance AI War for myself at difficulty 7. But I like to support a wide variety of skill levels and playstyles other than my own, so it just takes the whole feedback process, etc.
As zebramatt said, right now is a really bad time to judge much of anything in terms of balance, but when something is grossly out of alignment we can at least take a stab at getting it a little closer while still doing our other stuff. For stuff that is only "somewhat" out of alignment there's not any point at the moment, though, because of all the many changes. But yeah.