The Hero (KPM): Can be seen as a combination of the Dark Knight and the Paladin, but it doesn't have enough aura to heal adequately. More importantly, it doesn't have a shield, which it needs badly.
How to fix the Hero? Give the Hero a shield. The Hero is not that bad, but sorely needs the shield to really be considered an upgrade to either the Dark Knight or the Paladin.
The Monk (KRP): Very low health and aura. Only 2 points of aura, which means 2 points of health when healing... It's like a downgrade from the standard tier 1 knight or tier 2 paladin. It's no good for healing (barely better than the members adventurer), and no good for melee (not enough health and no shield).
How to fix the Monk?
Give the monk a better second ability to make up for its inability to take damage or heal. The second ability currently does 2 damage on a successful hit, and pushes about halfway across the map.
I think that the monk's second ability should do 3 damage, push, and stun (and note that the only other thing capable of stunning are Minstrel barriers and Electromancer barriers).
The Dervish (RPM): Low health, decent ability to heal, decent aura. I'm going to say that the Dervish is the worst class in the game. It's supposed to be a tier 3 (or tier 2.5, as you may say) but look at what classes evolve into it: Nomad, Bard, Druid. Each of these three tier 2 classes are EASILY MORE USEFUL AND MORE FEASIBLE than the Dervish, which is supposedly tier 3? Druid is a capable healer and caster, Bard is fantastic ranged support, and Nomad is a GREAT meleer and summoner.
Sure, the Dervish's dancing spell that summons the red guys is interesting and amusing, but it's useless. A Wizard (2M) has a fire burst spell that consistently does damage in a consistent area. It's something you can count on to work and it is guaranteed damage, provided that you position yourself well.
However, even when the Dervish has flawless positioning, that spell doesn't guarantee damage and leaves the Dervish immobile and prone to getting hurt. I tried a Dervish/Sage combo where I could spam the spell, and it really didn't do much. I could cast it all I wanted and time and time again it proved to be less feasible than hitting an enemy with a wooden staff.
How to fix the Dervish?
Well, what is the Dervish supposed to be? Right now, it seems like a supportive healer/AoE caster, even though its healing is pretty substandard and it's single AoE spell is relatively useless.
If redesigning the Dervish is too time consuming, here is a list of different things that could help:
- Giving the dervish a cleaving attack (Think Pirate or Nomad).
- Making the red guy dance spell more consistent when it comes to dealing damage, like a predictable pattern.
But what about redesigning the Dervish?. It's RPM, which implies the following: Supportive Buffs (RP) and basic Casting (M), or Summons (RM) and basic Heals(P).
Here are my takes on the two options:
- Buffer Dervish:
Basic attack is with a wooden staff.
Z spell casts a hasten dance, which speeds up everyone around the Dervish for a long duration. Also grants invincibility for a short duration.
X spell casts a fire dance, which damages all enemies within 32 pixels of the Dervish for 1 (or 2)
- Summoner Dervish:
I really don't know what to do here. hah
The Berserker (KRM): Low health, but takes damage to aura rather than health(Think of the shield in Halo 1). This is a fantastic class whose only drawback is the low health.
The Berserker is fine. It doesn't need fixing.