Lots of stuff to unpack here but I’m going to focus on the class balancing that Deca is attempting.
I believe that this needs to be addressed a little differently, there is a massive difference between a boost that only affects the user vs a boost that affects everyone so my first suggestion is to make that distinction in the boosts by making it so that self-boosts retain the *1.5 modifier. This would wind up nerfing the mob entirely but helping classes that have their own way of boosting themselves (Mystic, Necromancer, etc.). For the record, the *1.5 on self boost should NOT apply to Warrior and Paladin, they should get *1.2 like everyone else they buff (more on Paladin later). Working with the change above, I also think it would be beneficial to expand the number of classes that have access to these boosts. One of the main reasons why pally/warr are so in demand is because a lot of classes don’t have a reliable way to boost their DPS. You could buff some of the weaker/rarer UT items on some classes by giving them such buffs. Some examples are:
Trap of the Vile Spirit
Bottled Meduzosoan/Plague Poison
Scepter of Devastation
Quiver of the Shadows
Cloak of Bloody Surprises (revert back to its original state)
You could even expand upon this by making it so all tiered abilities have a buff/stat boost for the user. Classes like Rogue, Ninja, Archer, and Mystic already have buffs (stats, speedy, berserk); however, Sorcerer, Assassin, Wizard, Trickster, and Samurai do not. Aside from Wizard, who is powerful in its own right, the other 4 classes are not exactly powerhouses on their own and are rarely seen in large numbers in dungeons with 20+ people. Here are some propositions for the 5 classes I mentioned with no ability buffs:
Prism - Armored (when used) and/or +ATT
Poison - Damaging (when used) and/or +ATT
Spell - +MP
Scepter - +MP and/or +WIS
Wakizashi - +DEX and/or +SPD
Good change. Melee classes tank less and this game embraces its bullet-hell side a little more. Remember when the objective of bullet hells were for you to dodge the bullets not eat them?
This on top of nerfing damaging is a bit too strong a nerf for Paladin. I’d suggest either retaining the *1.5 for Paladin and make *1.2 the party effect or keeping the seal heal, but doing both might actually kill Paladin. I suggest that to make up for Paladin’s nerf, maybe give the tiered seals a passive buff like +HP or +DEF (I mean the other two sword classes do so why not pally?).
Overall I think this is a good change, some bosses were way too easy to steamroll because of this; however, I have one complaint: some UTs are so badly hurt by this that they may become totally useless, which shouldn’t happen considering their rarity (obviously I’m referring to higher end UTs nobody cares if the Snakeskin shield is still useless). I believe that either some or all UTs should have a reduced immunity duration, either *1.5 or *2. Just to give you an idea, here are some UTs that are nerfed hard by this change that make them far less useful than they were originally intended to be:
Quiver of Shrieking Specters
Wakizashi of Eastern Winds
This overall is a good step in the right direction, but I would like to propose something more: class-dependent debuff immunities. This would significantly increase the viability of weaker classes in certain scenarios, which honestly is a win win in my book if implemented correctly. There are plenty of interesting combinations that could overall increase the usage and strength of a class. For example, you could make Samurai immune to unstable, Mystic immune to weak, and Assassin immune to sick.
Sorcerer can finally flex on the other classes.
Long story short if you want to truly balance the classes you’re going to have to give them more tools in their kit to use, and the easiest way to do that is by diversifying and strengthening their abilities.