Last time I actively played this was before the mainland map revamp.
So I started playing knight on divinity (3 days late), here are some things that I would like to see added or changed.
A compendium entry for tasks would be good, especially mentioning that you can have task of different types active at the same time.
As a knight you go mainly from fire axe > annihilator weapon/dragon lance, leaving very little room in between.
Since fire axes are commonly available from Mittenhoff dungeon+ fire axe quest and so on, it's the easy choice early.
I believe annihilator weapons are too strong for the level you can get them and other one handed weapons are too hard to get.
Most upgrades are either extremely rare like shakiran blade or swinging demolisher or available from difficult creatures like chimera, which if you can hunt these consistently, you're already past annihilator level.
Having played a lot of Path of Exile, I really miss the weapon swap button.
You could add a small button next to the boots slot, indication "I" and "II", pressing it would swap both hand slots with the second set
Some sort of mana use skill for knights. If you're a mage, you make runes, as a paladin you make ammunition. As a knight you just stand there and spam haste...
Create rings, convert mana into melee or blocking skill, some sort of benefit. Knights already have the disadvantage of having the least mana regeneration.
Camping a small spawn or specific creature drains stamina too fast, killing a creature should drain stamina for one minute.
(I hate stamina, I've been limiting my active play time already but I'm always so close to running out..)
Early mining feels horrible. Increase the base amount of copper, silver and phenakite you mine from 1 to 2-3.
Meaning, if you use a golden pick on a copper node you would get between 2-8 copper ore.
Make it visible if a stone can spawn ore, even if the ore is currently not spawned. (doesn't have to show which ore)