E
eagles90809
Warriors:
Samurai- most people who play samurai think that it is under powered at the moment, but people who play other classes agree that samurai is a very hard class to beat. IMO samurai should lose mortal wound, and have it replaced with a passive/toggle skill. Skill: MortalStrike, cuts healing in half when toggled ON, but lose 15 damage per hit when toggled ON. Skill: Bleed should get a 50 damage buff, Skill: One's speed effect's time should be reduced, and since samurais are the "rogues" of the warrior class (which balance team members must agree with because they made it a class that must be done to get assassin, the rogue legendary) they should lose Skill: disarm. This would balance them a bit more.
Dreadknight- DK's got balanced with the last nerf, but by taking away their diamond armor and replacing it with iron (leaving them with full iron armor) and giving a 55 damage buff to Skill: Decay, it would increase the role-playing part of a DK.
ALTERNATIVE- add the 55 damage buff to the Skill: Soulleech, instead of the buff to Skill: Decay. (this would be more beneficial to Dreadknights [from their standpoint] because of the "heal-back" part of Skill: Soulleech.
ALTERNATIVE 2- buff Skill: Decay, by 27 damage, and buff Skill: Soulleech, by 27 damage.
I like the Harmtouch change/nerf with the level progression adding damage
Paladin- Paladins are pretty overpowered IMO mainly because of Skill: Pray. A Paladin's Pray should not heal for more than 200 HP if balance team members intend to keep it with Paladin. An alternative to Skill: Pray could be Skill: Focus, caster channels all of his energy into his legs, silencing him and slowing him for 4 seconds but making him immovable by all skills or hits (force push, force pull, iron fist, tremor, spear are negated) also melee attacks do not push caster back.
Dragoon-
Perfectly balanced
Rogues:
Ranger- Ranger needed the already implemented, Skill: Arrowstorm, nerf because it was definitely over-powered. I think that if it was nerfed one step further by not applying the arrow buff skills, then Skill: IceArrow, could be fixed and re-implemented, and the class would still be balanced.
Thief- Thieves should have a higher chance to have backstab activation. Also, thieves should get Skill: Garrote, think about the RPG part of thief. A thief falls down behind their enemy and garrotes their neck with his rope, that sounds pretty badass.
Ninja- Ninja is very balanced. The only change that I suggest is having Ninjas loose Skill: Garrote. It fits the RPG of Thief a lot more.
Bard- Bard is a support class and should be played as such. I think that removing Skill: Pulse, could make it better fit the support role that it strictly is. Adding Skill: Safefall All, which casts Safefall on all party members could give them that one more support skill that is needed. I also suggest that Bards' buffs should be stronger as the caster progresses levels, similar to Necromancers' Skill: Drainsoul, and Dreadknights' Skill: Harmtouch.
Casters:
Wizard- with the new mana changes, Wizards are much more viable, especially in group fights. The only two changes that I suggest for Wizard would be to buff Skill: Blink by 5 blocks, returning it to its former glory, and to remove the warmup on Skill: Bolt.
Geomancer: Geo's should lose Skill: Reflect because it does not fit their RPG aspect. Also, the warmup on Skill: Deepfreeze should be removed because it ruins their combo, if this means that their damage output must be reduced then so be it.
Beguiler- Beguiler is no longer a shit class since Skill: Plaguebomb was buffed. Their new level 40 mobility skill was also a nice addition. I suggest that Beguilers should receive Skill: Stealessence. Also, I suggest that their group-buffs be stronger as they level up.
Necromancer- Necro was recently balanced because of the new mana changes. I suggest that Skill: Despair, should effect the caster too with both the small damage, and the blinding effect. Also, Necro's should receive Skill: Pulse, in order to be more viable in a Mob Arena.
Healers:
Cleric- Cleric has always had a bit too much damage output as a healer, their Skill: Might, should max their hoe's damage at 45. Also, Cleric's Skill: Might, duration is way too long, at 300 seconds, it is quite overpowered, since Bards' Skill: Might, is only a 40 second buff. These durations should be swapped, making a Bard have a better Skill: Might than a Cleric's. I do not know if this can be coded to implement, but Skill: FullHeal should not be able to heal the caster to full, only the members in his party. This should also bring with it a shorter warmup.
Druid-
Balanced
Bloodmage-
See TeddyTazer's post in suggestions about Bloodmage. He is spot on.
Disciple-
Also see TeddyTazer's suggestion about Disciples in suggestions.
Samurai- most people who play samurai think that it is under powered at the moment, but people who play other classes agree that samurai is a very hard class to beat. IMO samurai should lose mortal wound, and have it replaced with a passive/toggle skill. Skill: MortalStrike, cuts healing in half when toggled ON, but lose 15 damage per hit when toggled ON. Skill: Bleed should get a 50 damage buff, Skill: One's speed effect's time should be reduced, and since samurais are the "rogues" of the warrior class (which balance team members must agree with because they made it a class that must be done to get assassin, the rogue legendary) they should lose Skill: disarm. This would balance them a bit more.
Dreadknight- DK's got balanced with the last nerf, but by taking away their diamond armor and replacing it with iron (leaving them with full iron armor) and giving a 55 damage buff to Skill: Decay, it would increase the role-playing part of a DK.
ALTERNATIVE- add the 55 damage buff to the Skill: Soulleech, instead of the buff to Skill: Decay. (this would be more beneficial to Dreadknights [from their standpoint] because of the "heal-back" part of Skill: Soulleech.
ALTERNATIVE 2- buff Skill: Decay, by 27 damage, and buff Skill: Soulleech, by 27 damage.
I like the Harmtouch change/nerf with the level progression adding damage
Paladin- Paladins are pretty overpowered IMO mainly because of Skill: Pray. A Paladin's Pray should not heal for more than 200 HP if balance team members intend to keep it with Paladin. An alternative to Skill: Pray could be Skill: Focus, caster channels all of his energy into his legs, silencing him and slowing him for 4 seconds but making him immovable by all skills or hits (force push, force pull, iron fist, tremor, spear are negated) also melee attacks do not push caster back.
Dragoon-
Perfectly balanced
Rogues:
Ranger- Ranger needed the already implemented, Skill: Arrowstorm, nerf because it was definitely over-powered. I think that if it was nerfed one step further by not applying the arrow buff skills, then Skill: IceArrow, could be fixed and re-implemented, and the class would still be balanced.
Thief- Thieves should have a higher chance to have backstab activation. Also, thieves should get Skill: Garrote, think about the RPG part of thief. A thief falls down behind their enemy and garrotes their neck with his rope, that sounds pretty badass.
Ninja- Ninja is very balanced. The only change that I suggest is having Ninjas loose Skill: Garrote. It fits the RPG of Thief a lot more.
Bard- Bard is a support class and should be played as such. I think that removing Skill: Pulse, could make it better fit the support role that it strictly is. Adding Skill: Safefall All, which casts Safefall on all party members could give them that one more support skill that is needed. I also suggest that Bards' buffs should be stronger as the caster progresses levels, similar to Necromancers' Skill: Drainsoul, and Dreadknights' Skill: Harmtouch.
Casters:
Wizard- with the new mana changes, Wizards are much more viable, especially in group fights. The only two changes that I suggest for Wizard would be to buff Skill: Blink by 5 blocks, returning it to its former glory, and to remove the warmup on Skill: Bolt.
Geomancer: Geo's should lose Skill: Reflect because it does not fit their RPG aspect. Also, the warmup on Skill: Deepfreeze should be removed because it ruins their combo, if this means that their damage output must be reduced then so be it.
Beguiler- Beguiler is no longer a shit class since Skill: Plaguebomb was buffed. Their new level 40 mobility skill was also a nice addition. I suggest that Beguilers should receive Skill: Stealessence. Also, I suggest that their group-buffs be stronger as they level up.
Necromancer- Necro was recently balanced because of the new mana changes. I suggest that Skill: Despair, should effect the caster too with both the small damage, and the blinding effect. Also, Necro's should receive Skill: Pulse, in order to be more viable in a Mob Arena.
Healers:
Cleric- Cleric has always had a bit too much damage output as a healer, their Skill: Might, should max their hoe's damage at 45. Also, Cleric's Skill: Might, duration is way too long, at 300 seconds, it is quite overpowered, since Bards' Skill: Might, is only a 40 second buff. These durations should be swapped, making a Bard have a better Skill: Might than a Cleric's. I do not know if this can be coded to implement, but Skill: FullHeal should not be able to heal the caster to full, only the members in his party. This should also bring with it a shorter warmup.
Druid-
Balanced
Bloodmage-
See TeddyTazer's post in suggestions about Bloodmage. He is spot on.
Disciple-
Also see TeddyTazer's suggestion about Disciples in suggestions.