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« on: November 17, 2015, 09:42:06 PM »
I'm no expert on class design, but...
Look at the difference between a jack of all trades and a dedicated specialist.
A specialist has all of their power allocated into a single skill or related set of skills. Take the melee attackers in YD classes, for example. They have tremendous power in their close range fighting, but lack tools to fight faraway opponents. Likewise, long range classes like Dive and Magnet (sans the problematic Search) have low dps, but make up for it with constant poke against faraway targets.
A jack of all trades, on the other hand, has a reasonable amount of power in multiple areas, but isn't spectacular in any of it. All of the copy classes in YD Classes have the benefit of using multiple weapons, but are limited by finite ammo and average to below average stats. In addition, they have almost no utility outside of being able to use utility based core weapons.
The problem here is that you designed your class like a jack of all trades that literally knows ALL of the trades a little too well, and his only weakness is that he's a little squishy.
EDIT: In fact, I'd strongly advise against designing a copy class, since there isn't a whole lot you can add to the formula without tipping the scales too much, or ending up with a class too similar to megaman, protoman, or bass.