So, I think that there are many small problems that ROTMG has that can easily be fixed.
With the nerf of the meeles, it’s time for the other classes to have part of the spotlight!
Sorc – Buff overall, add a charging mechanic that buffs group (wis, etc) and drains mp like a ninja. There will be a bar, which when full will deal massive chain lightning damage (I’m thinking along the lines of 4 sec for 4k damage.)
Assassin – Give the poison a status effect. Assassin is one of the least useful team players, and would benefit from this greatly. Ideas: Weakness, etc. Also, switch trix atk with assassin because trix is too op.
Samurai – Rework exposed. Maybe make it stackable until 10, like Exposed 10, with each level reducing enemy defense by 5. (Start at 15+5? Exposed formula: 15 + (Exposed level * 5) Each exposed has its own duration, so it can go from exposed 0 to exposed 10 instantly and back to exposed 0, or exposed 0 to 1 and 2, and back to 1 and 0. This will make samurais more effective in groups.
Ninja -Give it a new buff: While holding down key, buff group speed by 5. THIS IS NOT A LARGE AMOUNT OF SPEED!!! Stacks with other ninjas in a manner similar to Christmas consumables. Make it start from T3 shuriken or above, but cannot be mhealed and 15 MP/sec. This way, T0 shuriken gains a niche similar to the T0 decoy.
Add 3 more classes, for a grand total of 18. One katana class, one bow class, and one wand class. This will make it so that each weapon has 3 classes that can utilize it, making for a more “balanced” game.
The power of the group is still to strong. HP scaling has to be increased. Eg, Void Entity 400,000 HP + 40% (just a suggestion, can be changed to 30% or anything, just increase hp scaling) for every player. This will balance out the buffs in the previous section.
Not your general new content, but something game-changing, like elder realm. So not just some new dungeon or st set.
Edits made 6/23