Those are things that I was thinking for a while. I don’t have ideas for every possible spells or class only for those I played so far and aren’t cookie cuter/FOTM builds like Cataphract+Dragoon, Sword/Highlander/Barb/Doppel mix, etc
#Swordsman
- Concentrate
We are already getting buff for Concentrate and it will have additional scaling based on STR (4%) and DEX (2%). Although I would suggest increasing limit of attacks by 2x or 3x OR add attribute that adds 5 more hits per attribute level, max level would be 5.
Also increase scaling from DEX to 3%.
- Gung Ho
for starters this spell need scaling. Since Concetrate scale better with STR then Gung Ho could scale better with DEX
idea A) totally rework that buff from another damage steroid into utility buff. Life Steal? Boost to critical rate? Armor Penetration? Boost to movement speed? Chance to proc bleeding on enemy?
idea B) keep current buff but change slightly attribute for Gung Ho. Make attribute increase damage but don’t decrease defense anymore. Idea of losing 50 defense on basic Swordsman class is quite odd. Lots of people even avoid that attribute because of that. Or at least change the decreased defense effect from 1 per attribute level to 0,20 per attribute level
- Pain Barrier
PB should additionally make Swordsman immune to stun or slow. Either by adding it to basic effect of that ability or as attribute (for a cost of bigger cooldown or something else)
- new skill: Challenging Shout.
Only 1 level since Swordie already have bunch of skills.
AoE Taunt. max target affected by taunt 6 or 7
additional attribute that increase amount of taunted targets by 1 per attribute (max 3 levels)
It’s basically weaker version of Peltasta taunt but without bonus health effect and it don’t generates additional agro/provocation. It’s just “pull” spell. If you want to have tool to keep boss on then you must use Swash Buckling from Peltasta
#Peltasta
- Guardian
people don’t pick more than 1 level of that spells since the amount of damage you lose is to big. The main reason of that spell is attribute that increase dodge chance.
I suggest reducing the damage reduction to promote people putting more levels into Guardian. Start with -5 Physical Damage instead of -14. Maybe also change the value of damage reduce per level from -3 ~ -4 to -2
#Barbarian
- Class Attributes
(new) Blade Master: Using Sword weapon increase critical chance OR block/physical defense penetration. Doubles the effect when using Two-handed Sword weapon
(new) Bloodthirsty: Critical strikes heal Barbarian. 1% (per attribute level) of damage dealt as heal. Max 5 or 10 levels
- Stomping Kick
make damage increase with type of armor (plate gives most dmg while cloth adds tiny bit) or total weight of total gear you wear.
Also add attribute that makes enemies affected by Stomping Kick be slowed or knocked down or stunned
- Frenzy
I suggest total rework of that skill. Move current effect and attribute into Warcry. New effect would be similar to Hoplite Finestra skill:
Critical Chance: +14 (lv 1) ~ +140 (lv 10) - less than Finestra give but can give even less/more to make it balanced
Critical Damage: +3% ~ +30% OR Increase Movement Speed OR Increased Attack Speed - if you think Frenzy then you see someone during rampage that went “hulk” mode
Accuracy: - 7 ~ - 25 (-2 per level) OR Evasion - 5 ~ -32 (-3 per level) - you either have problems with aiming properly or you make yourself more easier to hit since you don’t care about dodging attacks
Duration 30 ~ 120 Seconds (1lv ~ 10lv). Since it’s C2 spells then Barb can get perm duration event at lv 5. It will be weaker than Finestra unless you go for C3 Barbarian but you will at least have 2 minute buff
Cooldown: 60 seconds
- Warcry
Put Frenzy skill effect into Warcy because of Frenzy rework.
Also make Reduced Physical Defense on enemies and bonus Physical Damage for Barbarian scale with STR or STR&DEX
#Corsair
- class attributes
(new) Haggling - reduce the price of items bought from NPC, increase silver gain from selling items to NPC. As a skilled Pirate and Sailor you know how to get more silver from trades or pay less for those dirty Landlubbers
(new) Parley (Require C2) - reduce the price of Squire repair/Pardoner buffs/Alchemist services/Enchanter services. Reduce the price of learning attributes from every class
Dagger Mastery: Sudden Attack - rename into “Sneak Attack”. Deals 2.5% additional damage per attribute level when attacking an enemy from behind with every weapon (instead of just dagger). Also make it work also with skills (I’m not sure if current passive works with only basic dagger attacks or also with skills that use dagger like hexen dropper)
Obtain Chest Item - rename into "Swift as the wind’. When out of combat, Corsair gets +4 movement speed and during combat gains +2 movement speed. Also A) increase movement speed bonus of Sprint/Dash by 1 OR B) reduce stamina cost of Sprint/Dash by “X” value per attribute level.
- Jolly Roger
Add % values for silver steal and item steal in skill tooltip. Let people know how much the chance of stealing something increase with every level of Jolly Roger.
Add attribute that lower accuracy of enemies standing on Jolly Roger area of effect - Jolly Roger flag release aura filled high quality Pirate Rum that makes enemies drunk and so reduce their accuracy. YARR
- Iron Hook
let Corsair move during Iron Hook OR let Corsair use Iron Hook on bosses. Make pressing ESC or jumping cancel aiming of Iron Hook but don’t trigger cooldown.
- Keel Hauling
make Keel Hauling don’t end effect of Iron Hook aka the stun.
OR
add attribute that makes Corsair jump to target instead of pulling it. Corsair jumps behind enemy and maintain effect of Iron Hook. Keel Hauling deal no damage when this attribute is active but it can still apply bleed from “Keel Hauling: Bleeding” attribute
- Unlock Chest
Remove that useless skill. Rework it into:
A) Cloaking ability - Corsair throws smoke bomb and trigger cloaking (the same as Scout one) and leave small bomb on a ground that taunt nearest enemy. After attack it explodes and blind enemy or damage it.
This way Corsair can actually benefit from the backstab class attribute and sneak behind enemy or run away when situation becomes to dangerous. Corsairs ain’t stupid, they known when to retreat and also leave small “present” for their adversary.
B) Disarm/Strip ability - Ragnarok Online players will recall similar ability from Rogue/Stalker class. Corsair disarms enemy and reduce it’s damage dealt by x% for 20~30 seconds. There is a chance that Disarm will also lower enemy physical defense. On players it also unequip their weapon and random amount of armor parts and make them unable to equip those item for 3 seconds. DEX increase the chance of reducing physical defense and amount of armor parts unequipped from players
- Dust Devil
add stun or root/immobilize effect during animation of Dust Devil - I don’t if in PvP it’s possible but in PvE I had multiple times situation when enemies ran away from me while spinning… while it looks funny (monsters train ballet?) it’s actually very annoying
add additional attribute: bleed? blind? something else
add additional overheat charge (from 2 to 3)
- Double Weapon Assault
remove stamina drain
make character automatically use dagger when attacking with main hand. spamming Z+C or holding C and spamming Z is very annoying and unpleasant (and not healthy for fingers and keyboard)
increase attack speed by 10%
allow Corsair move while attacking with both weapons. The fact that Corsair become immobile during Z+C spam is the reason people avoid that skill
make weapons don’t reduce their durability while ability is active
add attribute that increase damage of offhand
#Shinobi
- Kunai
add attribute that change (on/off) damage of Kunai from pierce to slash. This will allow Shinobi class to create synergy with Slash based Swordsman classes like Highlander or Barbarian (specially Barbarian since it’s getting slash damage debuff soon™). There is no reason to make Shinobi pure Pierce type rank 7 class when there is already another Pierce type rank 7 class: Dragoon
- Bunshin no Jutsu
remove that part that makes Shinobi take more damage based on summoned clones. This is the most absurd design I ever seen. This makes this skill useless for most of the time specially when playing alone since you risk getting killed by strong enemies not to mention bosses. This class is names Shinobi not Masochist
make clones use Rank2, Rank3, Rankt4 and Rank5 skills. Rank2 and Rank3 skills would deal 100% damage, Rank4 and Rank5 75% or 50% of oryginal damage.
give clones AI so they attack the same enemy that Shinobi attacks. Most of the clones lifespawn you spend on positioning them near target and still at least 1-2 clones stand to far and end attacking air instead of enemy.
- Mokuton no Jutsu
reduce the dalay of that skill. Every Shinobi player I asked tell me that this skill is so useless since enemy specially players will have time to move away from the spot where Shinobi is suppose to land.
- Katon no Jutsu and Mijin no Jutsu
fuse those abilities and remove the Cloaking/Invisibility attributes
remove the health cost of Mijin damage and change it into high SP cost even if it means drastically lowering damage. Again, Shinobi isn’t Masochist so why would you want to badly wound or even kill yourself…
- new skill: Stealth/Cloaking
nuff said. Class that’s suppose to be deadly ninja/assassin should have invisibility. Not to mention that during class quest your job is became invisible to enemies after eliminating your targets… Not to mention that it’s quite standard stereotype in game that ninja/shinobi class have abilities to be invisible to enemies
If Shinobi get Cloaking ability (the same as Scout have or even better) then ignore that idea of Cloaking ability for Corsair class
