StephenRouse said
First of all, the Mage's ability. Preventing cool down for fifteen seconds seems either really, REALLY underpowered, or really overpowered. It really depends on whether or not your other activated skills have long cool-down times. Negating cool down times by fifteen seconds for all enemies can be a massive game changer if your other skills have 20 or 30 second cool downs. If they're much longer than a minute or two, however, it quickly changes from really OP to really underwhelming. Assuming you're going with most classes having a lot of 10-30 second cool down skills/abilities, I would change it to maybe a "tag" feature, where you can tag one or two opponents and pause their cooldowns. It also fits more with the Monk motif I think, having to touch their opponent and "shutting down their chakra" or some other excuse.The knight should have either a longer cool down, or change it from complete damage immunity to like, 50-80% immunity. Samurai could be OP if your stats hugely impact your damage and defense, same for the speed aspect since they'll be building speed (being a speed-oriented class). Maybe a flat stat bonus, or only a doubling of speed and attack? Dragon Tamer seems fine as long as it's for one encounter a day.Beast Master is interesting, because his skill makes sense, but it's not necessarily believable. I don't think it would see much use because it would focus damage on their beasts, which they would probably have an attachment to. I could see there being a handful of default choices for your first beast companion, and that beast gives some kind of scaling passive bonus or skill? Summoner is fine, as long as there's some kind of limit for how long ago the dead can be revived. Resurrecting long-dead kings or warriors would be very OP.Assassin should lose on of its two effects, ignoring defenses AND dealing all crits (I'm assuming deal 1.5 or 2x damage) would wreck everything, especially since they're a DPS class. Rogue is fine, but they're not really a "tank" class, I could see them having TONS of passives and a lot of utility though. Trickster is good, love their flavor. I'm mixed on Gunner. His ability would be really good against bosses with health lower than 25%, insta killing them. But they wouldn't be good against hordes of enemies. I would recommend having two different builds, a sniper and an assault version. Sniper gets the existing ability (Maybe tweaked to insta-kill either a single minion at full health or a boss at 10%), and the Assault getting some sort of area-attack that deals a single crit to every enemy? Or maybe their ability allows all of their attacks to automatically hit and crit for 15 seconds.I dig the Tribesman as a tanky bait/controller. His aggro focus seems like a good idea, but his skill is a little underwhelming. Maybe some kind of defense buff to go along with it, or a slight debuff to enemies he hits with the skill? Archer is fine, but kind of faces the same problem as Gunner. Archer in this case seems geared towards area attacks automatically, but should be able to specialize in either sniping or area. I'd give them an option similar to Gunner, with either an area ability or a singular one. Or maybe a buff, every target attack hits and crits for 15 seconds?Mage classes have been covered. Magic Person (Not a Mage class?) seems a bit 'eh', they seem to be jack-of-all-trades, but also with a focus on healing? I don't know, I wouldn't want to play one personally. The Bard seems fine, but maybe a passive ability instead that grants a boost to SP and MP regeneration instead of a flat bonus once? Priest seems a lot like Black Mage, with a summoning class skill and the ability to bind enemies. The biggest difference is that Priests seem to focus more on disorienting or disabling enemies, while Black Mages focus on draining or killing them. That's fine, but their power should also be similar to Black Mage then, summoning a spirit which deals Holy damage which scales with the user.I most want to play as Priest, so I'm really interested in anything involving the class. Gunner comes as a close second, I might consider a second character just to try both. I'd also consider losing Intelligence as a stat, since Intelligence is really the only thing that the player IS. An intelligence in a faux-body, stuck in an electronic world.
The monk has the ability to Prevent cool down for fifteen seconds not the mages. And some skills could have short cooldowns some will be long, it depends on the type of skill, and the whole point of a monk is to quickly chain a number of skills and attacks to deal a bit of damage constantly making it hard for enemies to block dodge and counter as they will be on the defensive and the simple solution is to stay away from them, get out of their attack range as they are a short range class. Or if you are a knight you can use your ability so they can't damage you for 15 seconds, and as for the knight skill it's called stone wall for a reason, that's because when you use it, that's basically what you become, it's to allow healers time to restore your health when dealing with a large group of enemies or one really powerful one, so it is purely defensive, if anything it is too weak.
Samurai,
I was thinking that myself, and was considering changing it, as it will be hard to stay out of their attack range as they will be faster as well.
When Dragon Tamers combine with their dragons, they stay combined until they resumon the dragon but they only get slight increase of stats and they can use their dragon's skills for themselves, they can also fly for a short period of time which means you could argue that they are better off keeping the dragon out so it can take some of the damage from the monsters, the main reason I would use it is to fly short distances.
Beasts masters skill forces all the enemies in a certain area to attack the beast master not the beast, but because they are different type of beasts the beast master can have, some if not all depending on what the player chooses, will be able to agro some of the monsters off the beast master if they are too many for them to handle.
Summoner skill only revives defeated players to full hp/sp and they are the only non healing class that can revive.
Assassins, that was another thing I was thinking about and will probably change it too.
Rogues, I didn't say they were a tank, I just said in their description, they can act like a tank as they have high evasion, so they dodge or block most of the attacks. You only need to do this if you didn't have a tank in the party, otherwise it would be pointless.
That's an interesting idea, as for the area attack though, you won't really need that for a skill, as you could actually give yourself area attacks without it being a main skill.
Tribesman, the debuff idea is ok, I will probably throw in an accuracy debuff.
Again, a player can give their character skills,and most people I see play as archers focus giving their characters long range damaging attacks which focus on picking off enemies, so I decided to give them an ability that can target multiple enemies in a single are plus giving them a strategic advantage.
Magical boy/girl
They are not a class that focuses on healing, I done it as a healer class as they can heal and revive. And yeah they kind of are a jack of all trades that can be a advantage and a disadvantage, as obviously they will be not as good in any one thing on a class that focuses on a particular spell, but their variety can be a big strength if you are on your own and they can also help support pretty much any class in the party in doing their job, for example supporting healers to heal, while still doing a lot of damage to help damage dealers kill the monsters and they can help support classes weaken enemies or straighten allies but I threw them in there as I know a few people who really like the class and have fun playing as them.
The angel that they will summon would be dealing holy damage and the strength of the summon would depend on the lv of the user, and they don't focus on disorienting or disabling it is just something they can do, they would focus on mainly healing skills, but they still have a few disorienting or disabling skills.
Intelligence determines healing effectiveness and mind determines magic damage,