if majority pick same attribute/class/skill, theres something wrong with it. and its not balanced.
make some unpopular Attribute/Skill/Class appeal so player can make various build.
and Scaling not juz give all benefits by only pick 1 skill(spear lunge) or 1 class circle(2h mastery)
Push player to party more, give party exclusive monster only for that party for more exp/reward so outside their party dont get the reward even when they KS it, give evade nerf the higher monster count the higher also each monster accuracy/your evade got cut by monster count you fight(-30 for each monster), this is MMORPG make player depend on each other, it feels like common RPG where i can solo everything.
if each stat got its own various benefit even for a little, people will consider to make different stat build. Dex right now give offensive and defensive benefit.
if each Skill gain scaling benefit in higher level rather than fixed number, example min level 6 get aoe ratio +1, minimum level 11, gain aoe ratio +2, -5s Cooldown or get bonus damage 5%. minimum lvl 15 gain aoe ratio +4 this will make player considering to max their skill which beneficial more, right now some skill lets say spear lunge, we only need level 1 and get same effect for doubling thrust damage, all skill needs scaling the higher skill levels, the higher benefits it gets.
If each Class get something appeal worth to take, example rodelero circle 1 gain class attribute -5% physical defense, in circle 2 gain -7% physical defense, in circle 3 gain -11 physical defense, thats make scaling more appeal. rather than get highlander circle 1 and get 50% crit damage bonus, not even make it scale for each circle.
ATTRIBUTE
Each base Class have their own Main attribute, Swordsman(STR DEX CON) all build usually oriented on this stat, lack variation to make. I think DEX give so much benefit.
Iâm suggesting make each attribute more appealing,
Example, 1 SPR also give 0.2 Block magic damage, 1 INT Give 0.1 magical Defense, because swordsman melee, INT has its merit to make swordsman handle magic attack better.
Evade against more than 1 monster have penalty where more enemy mob, their accuracy much higher than only mob 1 monster, example formula ( 0.8+( 0.2 x monster_quantity ) ) x each_monster_accuracy
Or for optimize the system, Cut player evade depend on monster quantity and monster levels, make it scaling
this will make PARTY needed rather than solo but only limited by 2 monster can be evaded.
Thereâs so many variation that can balance the attribute.
I also feel weird to see Full Con/Dex/STR got same Defense as long u equip Same Armor, so basically with dex u gain not only evade but also Def the same as other, if only we got bonus Def for Con attribute example 0.4 Def per Con. The point is make stat more appeal and well balanced so various stat build will emerge.
SKILL
skill in higher circle or level not appealing to consider, we need scaling the skilll attack, even some skill was enough to be level 1 example spear lunge, this will give same affect 2 x thrust damage, then whats the point that skill got higher level, if this skill scaling better, where level 1 give 1.1 x, level 2 give 1.2 x. level 3 even get some bonus and give 1.35 x this will make player to consider getting higher level skill
if the skill was got some appeal bonus attribute or damage. it will appeal more so no more majority skill pick, because other skill was also good.
Some skill sinergy too well, example highlander c1, barbarian c3, dopllesoldner
while other not this great. consider to make other skill can sinergy also.
CLASS
Scaling class attribute bonus, example highlander circle 1 2H mastery will give 15% critical damage, circle 2 2H mastery will give 31% critical damage, while in circle 3 will give 50% critical damage.
The increement was scaling 15, 16, 18
Majority only pick several build that works great and synergy well, while other class compare to other not appeal so much, this should be helped by giving each class some attribute that also scaling well in each circle.
While we can maintain balance by max cap beneficial class attribute only for max 2 Class can be activated, this will make people to consider choose different class.
my point is make everything scaling and balance, make various stat/class build synergy and works, push party more so player interact with more humans, they will depend on each other, they will communicate, because this is MMORPG

