Adventurer: They're a swiss army knife of potential, but the serious ones are usually laughed at by 99% that don't know how to work with them. Give them some exclusive equips/skill xtals to put them on the radar as both a healer, dps & tank. although since they're a "jack of all trades" they should be a "master of none". Make them good but not replacement-worthy because that'd cause some issues.
Paladin: Make Tanks Great Again! Rage force was a good idea, but let's take it a step further. Give them a passive that gains damage & hate from the front. Their 320-340 skills are perfect for protecting the party & speeding up Pally's skill output so defensively, they're in a great spot.
Gladiator: Give them a dmg boost by x1 or x0.5 for every ailment suffered(10 ailments total) unlike Enchs that can reflect it away. They should be the 2nd hardest hitting knight class in my opinion & their tanking/survival situation is perfectly fine thanks to Bloodthirst healing the party & making Glads last longer than an Energizer battery.
Beast knight: Make them the hardest hitting knight-type. Their tanking is decent but I hear they run out of mp rather quickly which is fine if they gain more dmg to compensate. Their bleed should outdmg Alchemist's bleed since they're all about making enemies bleed to increase their dps, so any bleeding target hit by a skill has that current bleed worsen to a capped number. Glads, Alchs, Monks(i think), Hw(by grigori i think) & Necros can naturally bleed, so having a BK makes that bleed hurt so much worse. Rapid Fang users have really great dps at the cost of running back constantly which slows down their dmg output unless abusing certain terrain so that's alright. I think 320-340 skills will speed them up & they'll gain dmg when attacking from the side so that was a great idea.
Bishop: Every support buff they have is insanely powerful, which is their shtick, at the cost of boss dmg. 320-340 skills giving them cast defense(i think), an all-in-one buff skill, & a Dmg Over Time atk skill was a great idea to help bishops become a little more active during fights while not stealing the supporter's dps spot, as they in my opinion should be the lowest dps of support classes. Resu needs some tweaking. Either Make it have a fixed skill delay so they can get back to healing like before, or give them a bar like punish that fills for every Resu used. When the Bar hits 100%, they get an "exhaust" that prevents them from spamming until it hits 0%. The 100-0% decay while exhausted shouldn't last too long, so it's not extremely punishing. so time it with the exhaust debuff that lasts for maybe 5-10seconds(up for debate).
Monk: Autoatk monks were super fun to play with. Their survival may need some improvements & they should have the highest damage output of support-types since they also classify as support due to their Cleric-type origin, supportive buffs & healing. 320-340 skills may give them a comeback since Combination & Finishing blow give Rush users a chance to get into the spotlight since Geobreaker spammers have been reported to hit 1.8m
Servant: They seem to mesh well with auto-atk partys so give them something to join the fray to make fights more engaging, but also since they're more supportive than monk but less than bishop, give them some apsd & autoskills while giving them a ranged weapon like M.bow or Throwing to keep them nice & safe when autoatking.
High Wizard: Make Elemental Hwiz Great Again! Imperial users were sitting in a good spot(although Imp's sound was annoying to hear constantly) and Zero Ray kinda ruined it for them. ZR's dmg is alright since HW work their tails off to get assault & ZR costs 40% mp which gets mitigated from Dream Song, Risparmio, etc. ZR's mp cost might need some tweaking since some hwiz can insta-cast ZR during their 5sec assault buff(Speedhack Hw need to die). 320-340 skills make Meteor & Blizzard make a comeback & multi-cast means a bunch of fun for them, which I can respect. If Hw are going to be hitting millions, give them more Mp cost to balance this please.
Enchanter: Their Tanking is amazing solo due to Stone Skin, Paralyze & Drain. 320-340 skills give them much more dmg. & Magic Overheat was a great thing for Min-Maxing Enchs to show off with before the nerf. Their party tanking capabilities are decent, but I've played with one that can't handle boss-related pressure, so I don't know what to say about their potential. They're alright so far in my eyes since they do a ton of work to get where they are among the top-classes
Necromancer: Hw was the Best Dmging Wizard, Ench is the Best Tanking Wizard, Make Necro a balance between the two & you've got a happy customer. 320-340 skills have great potential for dmg, but I believe the "sacrifice" skill should have the highest dmg out of all their skills at the cost of skill delay & effectively killing their summon. Bone Knight is their Tank, it shouldn't be stronger than the actual player tanks, but they might need some improvements to stay alive especially vs bosses & light types that Necros should be weak to since Dark>Light & Light>Dark. Necro's passive play-style is alright so far & their "Possession" skill makes things more fun.
Assassin: Backstabbers have the highest physical dps in the game at the cost of no aoe, this is completely fine. Some variety among assassin builds might be needed for a breath of fresh air so Poison-based assassins should be a viable option. Deathblow is fun in practice, but horrible in reality. nobody wants to use it, so give it to the poison-type assassins. Give Deathblow insane amounts of dmg to poisoned targets, increase assassin's aspd to berserk-levels & give them a small mp recovery during it's cooldown since it uses all of their mp at once while having more mp means more dmg. Poison types being claw users compared to BS's throw-style should be an option since Ceduro & Veleno Rosa would make sense on them.(for some reason, Etincelle Memeocoleus on my bishop hit 1,200ish poison while Ceduro VR hit 6-700ish what's the deal with that?)
Sniper: They have the highest Physical Aoe dmg output in the game at the cost of being insanely squishy while blowing up when focused, This is fine. Their Dps should somewhat match BS assassin so they can be god-tier in their respective roles. 320-340 skills give them autoatk while running, a dummy for enemies to get distracted by, a blind, a dizzy & alot of movement speed to get away faster since i think they have smoke bomb which is equal to assassin's blame skill. Snipers have Fear, Dizzy, Blind, Freeze, Paralysis. Maybe give them some lethargy for when they're soloing.
Summoner: For the love of Almas, Ouvel & everyone in between, give them something related to pets! We've had pet-related equips & xtals for the longest time and if Adventurer isn't going to be a pet master, Summoner sure as salt needs to be! Videos give me the impression that they have the exact same passive play-style as Necromancer, which is fine. They get more summons out into the field along with pet to maximize dps, this should be the ideal dps for summoner when soloing. If they're in a party, give them hunter-like buffs to help them recover quicker & to promote a "safety in numbers" ideology to summoners. so a field effect that raises stats & multiplies when more than 1 person stands in it. Their survival is hunter-like and based on their summons. so it's moderately decent. They should have a build based on Vit unlike the other hunters to stand out, maybe give them a passive for books,magic wands or special claw. Give them a skill delay reducing & aspd increasing buff to "Excite" the party & their summons.
Ninja: I hear that SK consumes a clone, costs a bunch of mp to use, can't be spammed & has only 1 chance to hit 1m+ thanks to hide atk pet skill. If SKninjas are doing this much work to have that much dps, they don't deserve the smack-talk they're receiving. 320-340 skills show that Magic ninjas gain even more dmg per spell, more ailments which also last longer on the spell & a "Finishing-blow"-like skill based on using star power.(might be based on a bar filler like punish, mana overheat & tempest) That along with Phantom Flame could make Magic ninja a legit build yet again since in my opinion, magic ninja was the original intended ninja. If the starry version of Finishing blow rivals Silent-killing, make it unspammable & high mp costing.
Samurai: Their dmg is amazing most of the time, their tanking needs some work especially vs magic, they finally have an aoe based on the final strike given to an enemy, their hate-rise is kinda weird. Make them tank better, but not to the point to being an anchor like Paladin. Make their tanking capability next to if not between Gladiator & Enchanter. 320-340 skills show that autoatk samurai might become viable. For fun, give them a Sp.bow-exclusive skill like issen that can dizzy,fear & blind the enemy since historically, samurais used bows quite often.
Alchemist: They work their tails off to get where they are, they deserve no smack-talk at all. Their Dmg Over Time is insanely powerful, which lets them play really passively. Asobimo wants them to play a more active role when fighting so they're getting more dmg per atk skill & less dmg per ailment/curse rain DoT. Survival is rivaled by few as I have seen them tanking 3v1 Third Eye and laughing the entire time, which is fine if they're constantly super-refining their equipment.
Minstrel: They need more survival solo-wise, they need more dps to play an active role in partys and not just in Dragonnewt Song despite hitting a ton in high-crit partys since Crtdmg reliant users will be getting nerfed. Their support is perfectly fine & their 320-340 skills show that the songs last longer or last shorter but the receiver gains even more dmg on the song's buff. The Hp cut per song might need some adjustments.