Originally Posted by
GoodSyntax
WARRIORS
The way I see it, the Warrior class is the most egregiously unbalanced class at the moment. Unlike other classes, where there are inherent weaknesses to them in one form or another, I don't see any with this class...at least right now. From what I have seen and encountered, there are three traits that make them OP:
1) Massive heal skill
2) Bow like range on melee attacks
3) Ability to put up invincibility shield
Issue #3 is more of a problem when two or more Warriors get together and buff each other. See fix for critique.
To solve the Warrior issues, I present the following remedies:
1) Nerf heal skill in PvP or make it only affect the caster (no group heal)
2) A sword with 10m range is just plain silly, make it a more reasonable 3-4m, but leave the Windmill area upgrade intact.
3) Put a system into place that does not allow another Warrior to receive invincibility while his skill is still cooling down.
These three fixes will nearly eliminate the "Wolf Pack" attack methodology where Warriors group together, buffing invincibility on eachother, and healing eachother, which makes this group nearly impossible to take down. Reducing the attack range also allows enemies to actually flee without being killed from outside of bow/gun range.
At the end of the day, Warriors are supposed to be tanks - high HP and high Armor but slow and with lower damage than other classes. In the current configuration, they are an attack class which is unbecoming of their general archetype.
SORCERERS
Sorcerers have a fair number of stun/snare/debuff abilities, have tremendous self and group buff ability, have a tremendous mob control skill in the form of Fireball, and have enough attack range to avoid melee contact (which would be bad, for them at least). Unfortunately, Sorcerers have three major faults:
1) Low damage attribute
2) No jump/shadow piercer type skill
3) Low HP and Armor
I believe that this can be solved with the following:
1) INT should contribute to DMG stat, but not at same level as Rogue.
2) Add a teleport upgrade to Gale, so Sorcerers can run/jump the same as Rogues/Warriors.
3) Change shield skill so that there is a 2 second "reflection" ability, where any attack (Aimed Shot) reflects back to caster.
These three fixes will increase survivability and will prevent other players from always hunting and targeting Sorcerers to boost their kill stats. This will also allow Sorcerers to get more kills.
The problem that I see in PvP is that Sorcerers are still, basically, a support class. Even with the new builds being shared, Sorcerers still are very squishy and typically don't inflict enough damage to register a lot of kills. These changes will balance out the offensive capabilities of the class, but still leaves them rather squishy without shielding. In most other RPGs, Mage/Sorcerer classes are consistently high damage classes with very low HP and Armor, so this would be a better reflection of what is typical for the class.
ROGUES
Honestly, I believe the Rogue class to be the most balanced at the moment. Yes, they register a lot of kills because of Aimed Shots, but they also are quick to die and run out of mana at an alarming rate, so there are inherent weaknesses to the class (which is good). Like the Sorcerer class, Rogues are heavily reliant on a group, or 1v1 situations.
As it stands, there is really only one weakness that I can identify:
1) Missing some form of AoE stun/snare/debuff/evasion type ability
I believe that this can be fixed by introducing the following:
1) Add a Stun upgrade to Shadow Storm Shot
The reason why i suggest the Stun upgrade to SSS is because in PvP it is a completely worthless skill (long cool-down, minimal damage), so spending a skill point on this would make the skill somewhat useful during evasion - like when four Warriors are hunting you down, and you are low on HP and Mana....just saying. The problem is that other classes have evasion skills, but Rogues do not. For Rogues, it is impossible to flee from a mob because the only stun ability they have is from charged auto attacks, so at best you are talking about bow range - well within Skyward Smash, Fireball and Lightning range.
SO - I am curious what others think about my "fixes." I don't think I am being too heavy handed with any of them, so I am interested in everyone's feedback.