As a warriors main 20 years ago, I am here to share some of my view of the online closed test, I do not know what exactly formular or value should be, just want to talk about some mechanism in game.
I. Warriors are too weak
1. Agility increases accuracy, Intelligence increases magic ATT and defense, Luck increases avoid ability, but the warrior's main attribute, Strength, provides no benefit.
2. Low range and low mobility (especially for fighter and page), yet their actual damage output is not superior, and even less tanky than magician (when Magic Guard is active).
3. Warrior's internal branches are poorly balanced. the team buff skills Threaten and Rage are still not as strong as Hyper Body.
4. Power Guard available to Fighter and Page is mediocre in strength and highly homogeneous.
Suggestion
1. Add additional attribute bonuses from increasing Strength, such as HP, health regeneration, attack power or weapon defense.
2. The positive damage bonus from Rage is not significant and has no effect on magician, while the negative effects are felt by everyone. It is recommended to increase its value and change it to a personal buff skill for Fighter(same as Iron Will).
3. Replace Fighters' Power Guard with other skills which have unique features, maybe inspired by 1st job’s skills:
Max HP Increase ---Hyper Body (Increases the maximum HP percentage of all party members)
Iron Body --- ??? (Increases the physical defense percentage of all party members)
Improved HP Recovery ---??? (Increases HP recovery enhancement for all party members)
4. Threaten , in practice, it needed to be cast frequently due to monster deaths. Maybe change so that when activated, the Page gains a moving aura.
II. Magicians are too strong
1. Magicain's damage types are not affected by accuracy and monster avoid ability; instead, they can benefit from critical hit and critical damage bonuses.
2. As a ranged class, magician not only do not consume arrows or darts, but their skill mana costs are also not significantly different from other classes, and they also gain additional mana regeneration.
3. Despite being a ranged class, magician are the tankiest. Magic Guard's 80% damage absorption effect is equivalent to HP x 5, while other classes have to use those skill points to increase accuracy in their 1st job.
4. Magicians don't need to spend skill points to increase weapon mastery or differentiate weapon choices. Second job advancement provides more powerful damage skills that completely replace first job skills, allowing them to reset skill point of 1st job and to strengthen passive abilities. This is unreasonable and unhealthy (pay to win).
5. The skill effects of Magic Claw and Energy Bolt are not significantly different, only the numerical values differ. Long long ago, everyone only added points to Magic Claw; after multiple nerfs, everyone generally adds points to Energy Bolt.
Suggestion
1. Magicians should have a separate attribute panel different from other three physical classes. Remove accuracy, critical rate, and critical damage; critical hit should no longer be possible for magic dmg, Replace them with attributes like magic penetration and elemental mastery (ice, lightning, fire, poison, holy, etc).
2. Differentiate magician classes by weapon type: Shield + Wand and Staff. 1st job advancement provides weapon mastery skills, with effects stored in Energy Bolt (Wand + Shield) and Magic Claw (Staff), respectively.
3. Reduce Magic Guard’s damage absorption coefficient and enhance the late-game benefits of Magic Armor, making it as powerful as Magic Guard.
4. Increased the spell mana cost for magicians.
5. Some second-job skills have limited use (Slow) or have been nerfed significantly, making them difficult to balance (MP Eater). Maybe replace them with other skills, for example:
Magic Outflow: Increases all source of mana cost by 20 %, increases magic damage by 10%
Magic Mastery: Reduces all sources of mana lost by 20 %
Magic Penetration: ignore 20 enemy’s magic defense
.....
6. Change Mediation from a party-wide buff to a self-buff with 300s cd, restore 20% of max mana when cast.
7. Change Bless from HP recovery increase to MP recovery increase.
8. Magician other than Cleric can choose their element bundle (Ice, Poison) (Fire, Ice)... just kidding, don't mind.
III. Archers and Thieves
These two classes are not as op as magician in general, but some skills are still not balanced, some are useless and some are too strong. Maybe just remake some of them.
Suggestion
1. Amazon's Judgment: Deals fixed bonus damage per arrow (on-hit effect, good for Double Shot) .
2. Focus: Deals increased damage to a single enemy being attacked after casting.
3. Sould Arrow: add 300 CD. Actually all job’s temporary buff skills should have CD which is equal to the duration of its max level. Therefore to define players’ playstyle.
4. Disorder: Change from weapon def reduction to Accuracy reduction, after casting, skill effect is triggered by attack.
5. Dark Sight: If cancel stealth with an attack action, this attack dealing 20% bonus damage.
6. Drain is too op. it makes assassin farm with hull health, poor Warriors. Maybe Replace it by a damage skill : damage 200%, 100% chance deals critical damage when hitting a monster which was not damaged by you.
IV. Equipment Scrolls
1. Scroll expectations are severely unbalanced: 60% scrolls have an expectation of 1.2, 10% scrolls have an expectation of 0.3.