Magic and wands, you addressed concern over it restricting spells and such, but what are your thoughts on mana evaporation for unequipping wands atm? Personally, i hate it.
If you want to rebalance windmill training, you
absolutely must consider the fact that giants have an easier time training it, because we're melee specialists. Tweak the conditions maybe, reduce the number of mobs required to count as 'multiple kills' with one windmill, and on conversely you may consider lowering xp earned and increasing the total potential max for the condition, say if you were supposed to meet the condition 10x, make it 15x or 20x now. That will keep a sense of balance, and while possibly slowing down the training a little, it will also make it easier as one of the biggest issues with it is the cp conditions. You can't forget though, races do have different training requirements, changing it for one race means you should be considering how to change it for the other races, and
why the other races are different. Giants are melee specialists, they're supposed to be more proficient at it, hence easier training.
On to hp loss, this was removed in part, because
you lose invincibility frames. If you remove hp loss, you should consider removing invulnerable frames too. R1 wm you can basically just keep spamming wm, even a mob who has defense up right beside you, will give you time to wm and trigger defense, then wm again as long as you don't try to melee them. If i don't have to worry about hp loss, at r1 wm i'm going to be god.
If you're gonna mess with charge, i want more distance for giants to be able to charge, at all ranks. We get shieldless charge anyway, if you're considering making that a feature for other races, we lose one of the major benefits. So i'd really like to see some benefit returned to us. Maybe not necessarily distance, but i lack a better idea atm.
I don't think lances exist yet.
Jumping a bit up on the post, archery. Other than just wounds, you may want to consider stun time, speed, upgrades, and honest knockback ability on each shot. While i say knockback, take note i don't mean actual knock down and stuns. I mean each shot slightly pushing a mob back a bit. You'd apply normal stun time, and during 70-80% of the stun time the mob would slide backwards to its final position. Don't make the slide 100% of stun time, as that would likely cause issues with latency. Possibly make it affected by heavy stander or something.
Stun time is obvious, but you could make it vary greatly for each bow. Tweak the bows themselves some to give varying range stun times, as well as give them the ability to affect skill loading time for bow related skills. Let upgrades further tweak each of the prior mentioned effects.
If bard comes back, lullaby needs carefully monitored. We won't have talents i hope, so reduced effects from music. But that's one skill i'd keep under scrutiny, because it can be all you need to take a deadly situation into a cakewalk.
Fighter... meh. It was king of single target dps back in its introduction. I'm not opposed to respite having the magic penalty removed, i'm rather impartial to the set as a whole.
Keep hybrid skills out, or in gunner and ninja's case they may need nerfed. Without talents, we do not necessarily have the stats to support efficient use of these skillsets. However, gunner and ninja make crowd control a joke. Also bear in mind, introducing skills means we get more base stats as we train them. Power creep, aside from actual skill usage.
Future content, meteor needs a long cool down. Bear in mind, it's actually not mana intensive, given what it is and what it can do, including using it through walls. A rank 1 also is absurdly strong, with special upgrades, and not even using reforges. I would slowly tweak things here and there if you want to adjust it, but if the damage and aoe stays the same, i would not want the cool down reduced.
Inspiration i'd really like, but you'd have to monitor mana shield's efficiency and inspiration's cool down to see how well those two play together. Remember, our mana shield now is different than the one in live mabi. Lightning rod is another cause of concern, absurd burst damage with lowish mana usage and relatively short cool down. Honestly, i think the old inter magics; fireball, thunder, icespear, and possibly even blaze should be considered being adjusted in terms of both cast time and mp usage, should we get newer magic. They don't balance properly, other than they have no cool downs.
I really just want to point out, we are
not live mabi. Seeking a balance is what we should be doing. We have a foundation for the game. While the original concept is what will draw old fans, maintaining that balance, but possibly improving it, will be what's likely to keep players.
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