I open this topic to the players able to discuss our ideas, so we spare Sikret's free time, and he don't get useless suggestions.
I want to share my thought first about the IA's class system:
I develop RPG games about 10 years so i have lots of experience about creating game systems. There are two mayor mentality when you want to create a class (this isn't the only solution but the game engine only support this) system. The balance oriented development and the world oriented development.
The balance oriented planning
pros: every character has the same chance to become powerful
cons: sometimes ruin the world of the game and very hard to create it.
The world oriented planning
pros: very intimate and reflect the world of game well
cons: there are very weak classes and the fans of these classes become frustrating, and if they are beginner players they easily heat the game
The ideal solution is between the two mentality. The IA's class system are world oriented very much and I think need some rebalancing.
The vanilla game also world oriented there are powerful and overpowered classes and there are weak classes too, but there is a difference:
In the vanilla game you can choose any class for your party members (multiplayer) or only the protagonist (single player), and you can enjoy your game and you can finish it. In IA if you choose a bad character class than you only dig your grave and you will be very frustrating and not necessarry restart it again. When i started the game I choosed sorcerer and after that i choosed archer.
Maybe you can warn the players in the sorcerer class description to the spell system different than the vanilla game so read the official forum of the game, or use the pick me up button or choose a kitted mage instead.
I was very frustrating because they was very weak so I restart the game. When I choosed the wild mage as protagonist I also frustrated because he was owerpovered. (this problem maybe solved in the next version).
The problem not is that the auramaster and the vagrants are too powerful. They are powerful but they are very good part of the game.
I think the problem is there are a very huge gap between classes and their kits. The solution is make usable the weak classes in IA or delete them in my opinion.
I am very thankful because this brilliant mod, and Sikret's mentality about the cheese classes and methods, and I fully support to break their cheese powers but they must get somethink instead it.
I think Sikret is in a very good path now (swashbucker), but he need aid and ideas because this is a very huge work. I think the following classes need rebalance in the game:
-:
Wild mages (maybe more disadventage needed)
Bards (solved with the level 6 spell removation), thieves(solved if the Time Trap and the UAI removed)
+:
Wizard slayers (the monk and some other classes with items overpowered them)
Kensai (they are very powerful but some crowd controll ability needed maybe to player able to save his ass)
Beastmaster (some new summons and maybe items neede)
Archer (maybe must removed, because there are lot ranger kit exits, or some abilities what works on arrows maybe change this kit useful /elemental damage, stun, dispel maybe/)
Priests (the berserker, ranger dual too good, so some new abilities and single class cleric items needed)
Druids(the auramaster is very good, but some players love the other kits too, so some new spells for avanger, some battle enchant for shapeshifter and some powerful summon for totemic ones needed)
Bards (some supporting skills maybe acceptable, like new bard songs etc)
Thieves(some ability in combat what not fighting and spell based, or some dirty trick what lower the enemy AC /crippling strike/ or a the d&d snake attack maybe enough)
Monks(their weapon echantment come too late and they are very weak in the beginning)
What's your opinion?