This is a remake of my topic for balancing classes
So I am rewriting it to fit classes now (tbh, I might to this whenever there is a significant change that would affect 2 or more classes).
This is based on the classes as of Patch 1.1.2.
Warriors are dominant in the following:
- DPS (highest damaging abilities compared to any other class)
- Sustainability (has the highest Defense armor and high STR stat investment)
- Crowd control (can easily clear out and tank groups of enemies with high-damaging basic attack)
Warriors are weak in the following:
- Extremely bad mana efficiency (can be solved with high INT stat)
- Magic capabilities (can be solved with high VIT stat)
- Mobility (can be partially solved with high DEX stat)
That being said, using Warrior skills aren’t nowhere near their MP cost anymore. For some reason, my 0 INT warrior regens 1/2 MP every 4 seconds, and that is terrible when you have a weak transport skill that takes 10 MP and powerful attack skills that consume 35 MP. This makes warriors have to rely on their basic attack 95% of the time.
Warriors used to be OP beyond belief, now they are sorta a disappointment to use. Basically now, it is a glorified Adventurer since their skills are too MP-consuming to be used effectively and it gives access to better weapons. That’s about it imo.
What is the point of using attack skills if you have to wait 5 minutes just to use it three times, not even factoring in that you may have to use Roll from time to time to get around? Roll is also very weak now and roll-jumping is near impossible and inefficient, so it is just a waste of MP rn. Warriors need a hecka MP buff or it will never be worth using Warrior skills again. Their attack skills should also have a lower MP cost.
Hunters are dominant in the following:
- DPS (can attack faster with dagger does decent damage per hit)
- Vertical movement (can Double Jump at no cost)
- Ranged attacks (Dagger Throw dealing decent damage, though aim is unreliable at times)
Hunters are weak in the following:
- Sustainability (has no hunter-only helmet for good defense, has weaker armor)
- Horizontal movement (has no skills to aid in forward movement to get from place to place)
- Reach (main weapon is a dagger, which has much smaller reach than a sword, slightly smaller than staff)
- Crowd control (Execute hitbox is small and only lasts less than a second, no real crowd control skills)
- Mana efficiency (can be solved with high INT)
That being said, Hunters are a bit underpowered and haven’t fully reached their potential. Reach is highly understandable, as a dagger sacrifices reach for more damage and attack speed. For the case of sustainability, Hunters could use more equipment defense, or maybe a DEX buff for headgear or armor to make up for the lower defense. For movement, Double Jump is very convenient for reaching higher places quicker, but it doesn’t really help at all for going somewhere far away in a horizontal direction. Hunters have to fully rely on DEX to get place to place nowadays since they lack fast transport skills. Hopefully, the devs finish up Shunpo for Hunters to use so they can get around a bit quicker as how other classes do.
Hunters don’t have to rely on MP as much as Warriors and Mages, but when Hunters are relying on OHKOing mobs with Execute, it tends to eat up a bit of MP. Though investing in INT would help out with that a bit.
Mages are dominant in the following:
- Ranged crowd control (has Magic Bomb, can wipe out a group of enemies, especially from long range)
- Ranged attacks (can attack standing still at a distance)
- Magic damage (can deals magic damage, which is good against enemies with high physical resistance)
- Mana efficiency (a Mage would have a lot invested in INT, spells take reasonable MP)
Mages are weak in the following:
- Physical sustainability (though if one invests in some VIT that wouldn’t be a huge problem)
- Close combat (staff has low reach, wouldn’t do much damage without any STR)
- Close crowd control (no AoE moves for close-range)
Mages are ok in PvE and OP in PvP. However, the next balancing patch will make Zap be able to pierce thru enemies and will actually be avoidable in PvP, balancing the PvE and PvP aspects of Zap. Proof:
Overall, Mages are fair, though the next patch will probs make them more balanced. Mages will probably be able to fight multiple enemies close up with a reworked Zap, giving them a bit of close-range crowd control, while not being insanely OP in PvP. I think Mages will have good potential with that rework.