This’ll be a long post.
Defence is broken.
All types of defence are broken. It’s essentially 1 less damage per point, which isn’t very good, and it scales significantly worse than offensive stats (you will struggle to get 500 defence even with buffs, enemies will be hitting for thousands of damage, defence does almost nothing).
It needs to be reworked to provide some kind of percentage decrease in damage taken based on your level (vs the enemies level).
Skills need percentage scaling
Flat scaling renders a lot of skills useless, makes multihitting skills insanely strong and makes the few classes with percentage scaling broken.
I’m not going to use skills that have 100 damage late game, because I have skills that deal 1000 base damage with similar cooldowns. That’s a no brainer.
Multihitting skills scale insanely well right now. Your base attack/magic attack is added to each hit of the skill, so 10 hits deals 1000% damage. This is absurd when you consider almost all single target hits have no extra scaling.
As for the classes with percentage scaling, they are just insane. Musketeer can do 99999 damage in one hit because of percentage scaling (and insanely high flat scaling). You cannot compete with a class that has percentage scaling when you have none.
The solution is that all (or almost all) abilities need percentage scaling that increases with more levels in the skill, rather than straight up flat damage. A skill that does 150% damage +10% more per level will always be more useful than one that does 150 damage +10 more per level.
Large parts of the world are useless once you’ve finished with them
The world is pretty linear, but the worst part is, once I do the quests on a map, most of the time I’ll never revisit that map. There is no point, it has nothing for me anymore, I doubt it has good drops, the enemies give no exp, the map offers nothing else, why would I revisit it? As I get to a higher and higher level, there is more and more maps that I will just never visit again because they have nothing.
Not all maps, but most of them need to offer me some reason to go back to them. Even if it’s just farming drops (RO was good at this because of cards, and hats).
Dungeons need sprucing up
This one is weird. When I visit Legwyn Family Dungeon (the open map version anyone can join), it has lots of little puzzles and stuff for me to solve and interact with. It was fun figuring this kind of stuff out and getting that one chest.
When I go to an instance dungeon though, it’s just a few rooms with monsters in them and a boss at the end. Where are the puzzles and stuff for me to do?
Instance dungeons need to take design ideas from open world dungeons and have more than just rooms of mobs for me to grind on.
Balance needs to be better focused
The balancing the game gets is pretty silly right now. A lot of classes that are broken don’t get nerfed (Plague Doctor and Quarrel Shooter for example), and some of the classes that are so useless they need remaking never get a single buff (Rodelero for example).
The developers need to figure out what needs fixing first when it comes to class balance, and fix that before other things. Some classes seriously need balancing but just get ignored in favour of other classes, and this has been going on since iCBT2 ended.
Off the top of my head, these are the problems the game suffers from right now.