Hello,
Here is my take on current balance
Overall mechanics
Skill/mechanics/class name:
PARTY BUFFSProblem: The party buffs are to strong, its impossible to find a balance when you can boost your character so much with other class.
Numeric adjustment or possible solution:
option 1 : Nerf party buff and give back power to each class itself
option 2 : Reduce the party member to 10 and by leaving the party you lose the party buffs.
Skill/mechanics/class name:
IGNOR ELEMENTALProblem: Hit to high without a real way to prevent the damage
Numeric adjustment or possible solution: I think a nerf of around 40% of the hits would be necessary.
It''s hard to say how to nerf the damage, because it's linked directly with the new stats and HUGE elemental damage each class has.
Skill/mechanics/class name:
STUNProblem: Can be perma
Numeric adjustment or possible solution:
option 1 : Make all stun duration for 1 second on all equipement (at least if player dont hit, they wont keep someone perma)
option 2 : Make it impossible to be stun for couple of seconds after you got stun
option 3 : Give a anti-stun skill similar to ranger/archer/orbiter to all class and it can be activated while beiing stunned.
Skill/mechanics/class name: Summuner/Elem/Orbiter/Swash (its on a slow)
Problem: they dont have a Pulling skill with large area of effect
Numeric adjustment or possible solution: Give a skill WITHOUT debuff a larger aoe of effect, to help pull mobs.
SKILL BALANCE
Humans
Skill/mechanics/class name: Knight Godlike/Barrier
Problem: can buff godlike and barrier to often
Numeric adjustment or possible solution:option 1 : Increase the CD so it need 10 seconds between each cast at 90% CD
option 2 : Make it impossible to buff 1 with the other
Skill/mechanics/class name: MageProblem: To fast
Numeric adjustment or possible solution: nerf her mouvement by 15%
Skill/mechanics/class name: Archer, Helpless VS Intimidate Blow
Problem: Archer was known as the SelfBuff killer and one of strong class on lower level, with the current balance of debuff, it has lost its purpose and made it a Farm beast.
Numeric adjustment or possible solution: Make Helpless and Intimitate Blow debuff the same number
Current setting : Helpless (-30 elem) Intimidate Blow (-85% elem)
Suggestion setting : Helpless (-55% elem) Intimidate Blow (-60% elem)
Orcs
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey
Problem: Take away to much HP with a 100% skill success
Numeric adjustment or possible solution: option 1 : Decrease the HP to around 40% value
option 2 : Increase Coldown on the skill, so it cannot be used on every player in a teamfight.
Zerk : Most balanced class so far
Skill/mechanics/class name: Sorc, Narcolepsy
Problem: Narcolepsy success rate and duration
Numeric adjustment or possible solution: Not to mention the bug when you switch when you are slept, i think this skill should have maximum a 50% success rate.
Elfs
Skill/mechanics/class name: Swash mouvement speed
Problem: to slow currently
Numeric adjustment or possible solution: option 1 : Take out the MS on Fortitude Soul and put it on Advent Legend
option 2 : Put 20% more on Advent Legend
Skill/mechanics/class name: Swash, Hide in Sight
Problem: Has a cast duration so if you are debuffed, you sometimes die during the animation because it doesnt take away debuffs. It already remove all the buff of the swash, shouldnt be a risk to use the skill
Numeric adjustment or possible solution: option 1 : Make the cast time of it to 0 so when you cast it, you dont die
option 2 : Take away debuffs you have on yourself since it already take out your own buff
Skill/mechanics/class name: Ranger range
Problem: Ranger got a boost on range while it already had a closing gap skill (shadow chaser)
Numeric adjustment or possible solution: Remove the boost of range.
Skill/mechanics/class name: Elementalist Bomba
Problem: Is a pet and need to be in close combat to explod and take effect.
Numeric adjustment or possible solution: Make the skill a debuff skill and not a pet
Skill/mechanics/class name: Elementalist damage
Problem: On selfbuff the damage of elementalist is to High
Numeric adjustment or possible solution: option 1 : remove dim dmg from Fine Chakram
option 2 : remove 25-30% debuff from Wind Shear (if there is a fix on Bomba, then this will be necessary)
Skill/mechanics/class name: Elementalist Problem: Fix the revive BUG
Numeric adjustment or possible solution: I dont know how to fix it, but its annoying as the player to have to relog to revive and when it give you free revive, its ennoying to ennemys
Skill/mechanics/class name: ElementalistProblem: Pets are useless
Numeric adjustment or possible solution: option 1 : Increase their HP by alot, similar to Tesseris
option 2 : Make them non-targetable, but with a very low duration
option 3 : Make them take 1 damage and need a set of 100 hits to be killed (cannot be healed)
Dragonscion
Skill/mechanics/class name: SummunerProblem: to high raw damage
Numeric adjustment or possible solution: option 1 : Lower their skill damage for about 25-30%
option 2 : Join both Perfect sense and Mana Union debuff of physical damage into 1 buff with all defensive stats (take block from Perfect Sense into Mana Union) and increase its debuff of physical damage to make it so when used, Summuner become a tank and not a damage dealer.
Skill/mechanics/class name: Summuner, Killing Breath
Problem: its the only slow of Summuner, but its duration is bugged (i think) and last only for couple seconds
Numeric adjustment or possible solution: Fix the duration of the debuff to last like any other slows in the game (30 seconds)
Skill/mechanics/class name: Slayer, Break Armor VS Restrained Strike
Problem: Slayer hit to high and not often enough. Its only utility is on selfbuff fight or for Boss.
Numeric adjustment or possible solution: Take 10-15% from Break armor debuff and increase or even double the dodge/block debuff from Restrained Strike
Skill/mechanics/class name: OrbiterProblem: to slow
Numeric adjustment or possible solution: increase its MS by 15%
Skill/mechanics/class name: Orbiter, Victim's repose
Problem: the coldown of the skill make no sense (540 seconds)
Numeric adjustment or possible solution: Make it like archer similar skill "Hurricane of Death", having a 10 second coldown
Skill/mechanics/class name: Orbiter, toxic hand
Problem: if you fail the skill after it has succeeded, the player is still blocked from attacking.
Numeric adjustment or possible solution: fix it so you cant stack its effect continuously, if it fail to hit again, it should remove its effect