So, I think that there are many small problems that ROTMG has that can easily be fixed.
Class Fixes:
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.
Enemy Changes:
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.
New Content:
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