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Get rid of most of the skills (Especially freaking 1hit ones). Give every class a unique set (like 10-15) with clearly defined roles.
As example:
The Seraph gets more heals. Less overly powered buffs (no freaking 25% atkspeed) and to unlock its whole potential you have to actively play it, instead of letting it autoheal through an macro for your main char.
The Templar is focused on defensive. Skills for holding mob aggro (Giants/Bosses need a working AI for that) and maybe some group buffs that are focused on HP/Def. He should get like 2 AoEs at most, as he is a tank class, that should not be able to dish out dmg, while still being tanky af.
1 or 2 Debuffs would suit him aswell (Like lowering mob Atk)
Slayer is obviously a Damage Dealer class. If you want to make them autohit or skill reliant is up to you. However I would give them at least one group buff to propel atk.
The Forcemaster should fill in the hybrid role. It should cover simple AoEs, small group buffs and receive a fair share of HP. One must be wary, that it doesn't outrule other classes, that are intended to excel at something. He fits in but doesn't excel anywhere.
Crackshooter. Ranged Type. Should come with alot of single target debuffs. Some sort of group buff again and shouldn't be able to stealth, as he is representing ranged DPS.
Lurker or whatever the jester thing is called - burst DD. He should be able to sneak up, stun his oppenent and deal heavy damage in a short amount of time. Afterwards he is pretty vulnerable as most of his skills are on cooldown. Once again should have a buff/skill that benefits the whole group.
Aracanist - Heavy AoE Dmg. This class should be rather squishy, but build up alot of dmg on a large area. Ideal to roast small mobs on the way to the boss. Only group buff that comes to my mind would me magic dmg increase, but so far only 3 classes (Arca,Menta and Seraph) would profit from it. Unless you decide to make some skills deal magical dmg aside from classes.
Mentalist - Lots of DoTs. He is squishy, but once he builds up his DoT he should definetly be the number 1 magic damage dealer. This requires ofc to keep them Dots up. You can also try to let them intertwine with each other. Like one skill does more dmg or gains an additional effect when another skill is already applied and so on...
All in all, I wish you good luck with the project, but be warned that alot of Flyff players, probably won't like changes.
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