New classes will hopefully release some of the pressure on Deca to constantly splurge out new items for the older classes, because new dungeons can include UT for the new abilities, and can be dovetailed quite well, if planned in advance.
Eg. the Cnidarian Reef could have contained 2x UTs for 2x new classes instead of more items for the old ones. Maybe the new classes use a Trident weapon and Thessal also gets a new UT to drop. The release could have some watery theme, like a lake/sea themed nexus, a new pet family (oceanic?) and some pet skins, - release it all together and it’s joined-up design.
I hope they use new classes as one of the things to focus design energies on, and, especially where items are concerned, give the old classes & equipments a bit of a timeout now. Max number of classes? No need to set a target or goal, just carry on so long as the concepts are good. It’s only because the classes have been static for so long that adding a new one seems exceptional.
Something that I think is in danger of going a bit far, is how some of the recent UTs seem to be trying to change the fundamental function of a class’s ability, or are pushing it to be called the same ability.
Examples:
-Marble seal (making totems could have been an entire class ability)
-Parasite spell/Daichi orb/Cnidarian poison (all throw an item that remains in place over time - could’ve made that be a new class’s ability, to throw things that remain)
New classes can give Deca designers an outlet for these things, and they can maybe now design a whole class to do that cool idea they have, instead of using the idea up on just one item.