General:
- Make a transformation key and move it out of the freaking SP bar (like, make it the T key or something). It'll activate 1st stage trans, 2nd stage, and even the 2nd stage skills Fissure and Conviction.
- Make all charge attacks (Gust Sting, Honeybee Sting, etc) effected by attack speed.
- Make the Paladin's Grace: DEF and Grace: Perseverance skills have a secondary effect like the DK's Revelation: ATT and Revelation: Fury skill. Like extra HP or something.
Lann:
- Increase the distance of Gliding Fury
- Increase the damage of Lightning Fury
- After Furious Seven, if the last hit crits, let Lann use Gliding Fury.
Sword Lann:
- Instead of a Double Crescent after Nimble Dash, give him a "Triple Crescent." Reduce the stamina cost of Double Crescent by 5. Triple Crescent costs 25.
- Make extra stabs of Thousand Needles increase the Lann's crit chance with the Thousand Needles swipe. With 5 stabs, Lann is guaranteed a Crit (even if he has 0 crit and a boss has 100 billion resistance).
- Increase the distance of Slip and Nimble Dash.
Spear Lann:
- New skill that increases the distance, lowers stamina cost, and increases the chance of critting with the dodge roll.
- While Fury Infusion is active, when you get a Gliding Fury, you can always Lightning Fury even if you don't crit with the Gliding.
- Reduce the cost of Moonsplitter so that successive hits of Moonsplitter are actually full Moonsplitters (not this half of a splitter is 14 stamina crap).
- Give a skill for Hurricane 3960 (or whatever it's called).
Fiona:
- Remove Heavy Stander Counter and replace it with Heavy Stander "Deflection." Instead of using the move after HSing, you use it before a smash and it keeps Fiona's relative position (ie: no knockback) but does no damage. Costs ~10 stamina to use (on top of HS's stamina cost). Window for the skill would be short (maybe equal to the length of Slip Dash at most). The skill could also maybe put her into a position like Perfect Guard does (although I think even just letting Fiona Blossom Blow/Orchid Strike after a deflection would be more than enough).
- Give Fiona an actual running charge skill that looks like the Heavy Stander Counter run. Can be activated by hitting Guard then the down direction. Runs faster than regular sprinting but costs 1.5~2x as much stamina. Also, add a new combo that Fiona can use out of this charge, like a running charge -> R and running charge -> LR combo, and let her use her SP: Shield Charge straight out of her running charge after running a certain distance (without the initial "cast" animation of her raising her shield). Make it so that if Fiona does SP: Shield Charge this way, the damage is increased.
- Make Shield Bash a small shield-only skill.
- Give a new SP skill for large shields that'll allow Fiona to block any attack and she also won't be moved back by anything while in Heavy Stander. Make it wear off after x amounts of hits blocked with HS.
Hammer Fiona:
- Limit Butterfly Swing to 3~5 swings. Make the damage of each successive swing diminish instead of a static number (ie: if first hit is ~.2 percentile, then next is .17, third is .14 etc.)
- Make a fully charged Stigma deal much more knockdown.
Sword Fiona:
- Move the Ivy Sweep Kick to after Amaranth Kick instead. Increase the damage of the Ivy Sweep kick and maybe lower the damage of Amaranth Kick.
- Remove the shield bash from Ivy Sweep, increase the damage of the sword slice, and add a second sword slice.
Evie:
- Make DOT effects deal direct damage to Evie's HP.
Scythe Evie:
- Turn LR/LRR into a full-length combo, like LRRRR. Make each hit a physical smash. Allow Life Drain to be used after any smash in the combo, but it finishes the combo.
- Make Mark of Death do what its in-game description implies: when a monster has Mark of Death on them, they'll take extra damage from smashes (only physical smashes and Bloody Thread though). Make enemies deal more damage while it's active though, and possibly lower the snap damage of Mark of Death.
- Allow a scythe Evie to have both Mark of Death and Bloody Thread active, but snapping to activate Bloody Thread will also activate Mark of Death.
Staff Evie:
- Add more spells.
- Lower all her spell damage a bit.
- Allow a staff Evie to commandeer a Healing Corona: when one stands near a corona, she can directly heal allies by targeting them and hitting E (kinda like the old heal). When healed this way, players don't get Mana Zeal placed on them. A staff Evie can even use other staff Evie's coronas to heal this way.
- When Mana Amber breaks, put a debuff on Evie that makes it so she can't Mana Amber again for some duration.
Karok:
- Limit Warslam to 3~5 slams. Make the damage of each successive swing diminish instead of a static number.
- Make it so that Karok's roll doesn't activate Absorb Shock (actually not sure on this one).
I'd maybe have more for Karok if I actually played him. I'd post my reasoning behind all them too but that would make this post even longer.