I really don't see the point, I think people just want the cygnus blessing. I don't think the classes are that great except for the NL class I loved the vampire bats and poison bombs and night vibe. In the same link @nutleafcity posted is, imo, a better discussion on the possible merits of the blessing of fairy skill. I think it's a perfect vehicle for an additional HP pool for folks that put the work in, even if you tie chars to the same account. It's not really all that bad lol
Loved them personally (especially the extra skills and ring, the insta kill rate was beautiful with my marksman) but only if you have a high level char on the same acc otherwise they'll be instant hacker smega trolls
You're required to have a level 120 Cygnus to make a Ultimate Explorer on the same account so I don't think that'd be an issue Cygnus is cool and I really like the classes, but if they're capped at level 120 then there's no real point to them beyond people making Blaze wizards as the new defacto low level leech/new player farm machine. At which point they'd basically need to get an entirely custom 4th job to really have any relevance beyond the first month after release
Empress Blessing or whatever that skill that gives up to +24 Weapon Attack would probably have to be removed. Even with that I think it would still be really hard to balance. People could use the Mage to be op for leeching or summon farming. The other classes would be kinda useless though. I think no matter what you do it'd be too hard to balance for not much reward other than being a cool novelty lol
How would u balance it in the current meta? Max lvl 120... require hp washing... can't do any bosses? Max level 150 but make it weaker than explorers? So like a cheap version to try out classes? Will ppl exploit it to make duo attackers, etc? lol it's a fun concept back in GMS but in this very long lasting server and meta ppl will try to min max it so has to be designed carefully I think
You'd make them cap out at 200 like everyone else and set them to be a very specified niche of the main class they're based on. For example I would probably set it up like this: Thunder Breaker would essentially be a bucc without any sort of transformation related abilities that had crits, making them a bit reliant on BM Dawn Warriors would lose stance in exchange for stacking Paladin's Holy Charge along with Advance Combo Attack Wind Archers would be based more around their transformation and would probably be similar to original bucc, where transform on CD = weak, transform up = strong, in addition since WA gets crits but doesn't get sharp eyes, they'd be reliant on BMs for damage so there's no way they could phase out other bowman Night Walker would probably lose alchemist & not get shadow shifter in exchange for the bonus damage on Vanish, which inherently makes them far harder to survive with Blaze wizard would just be a F/P mage with weaker values and no poison. Tbh, the hardest part about them would be the concept and direction you'd take the classes, because in terms of balancing them into the game, since maple bossing is basically against training dummies, you can do the math and calculate out how much %dmg they do per second and combine it with how strong a weapon's base damage is to get accurate reflections of how strong the class is, then you can tone their numbers appropriately to fit what you want.