Board Thread:Suggestions/@comment-25352567-20140930173107

So as you know, if you have been playing NTerraria for a while now like me, you must have found out that the class system at the moment is slightly broken.

(If I don't mention some classes then I think that they are more of a support class such as the fisher that is used more for multiplayer that keep your team stocked with items or just don't really need changing).

Let's start off with changing how you start you class quests shall we?

Ever made a new character and a new world with that thought "I want to be a ranger this playthrough" but then get that sad feeling when you realise that you are going to have to wati a while to actually become an effective ranger?

Lets fix this! All class quests are taken from the guide! This will allow the entire "role play" of NTerraria come to life a lot quicker.

Next lets look at new classes I propose.

http://nterraria.wikia.com/wiki/Thread:10231 <- Miner that I suggested a bit ago.

Paladin - Combines the fighters tankyness with the acolytes support. It will really bring out the idea that you can really have a support that can not only heal, but unlike the acolyte, can tank.

Hunter - Unlike the ranger, the Hunter gains bonus damage on BOWS and REPEATERS ONLY and uses traps and consumable weapons (grenades etc.) in his abilities, while being able to buff himself with the hunter buff (allows you to see enemies).

Engineer - Removes the helpful (but very very very annoying) part of the goblin that allows them to see all wiring. While (adding new summoning items to the game) gaining bonus damage to summoning turrets (new items that add more of these [maybe add actual turrets such as a gun tower, flamethrower tower, grenade launcher tower, sniper tower etc.]).

Now lets look at the original classes and some changes that could balance them a bit more.

Fighter - Focuses more on health and dmg/hit and not dmg/second (could add a bit of health gain to the strength attribute) and replacing the skill that adds defence to health.

Mage - (First off, change the name to Apprentice and not Mage. Apprentice sounds so much better). Anyway, lower cast times and a bit higher cooldowns with higher damage with the spells, focusing more on damage with your spells instead of damage with your weapons.

Thief - Focuses more on jumping into the fight dealing large damage and jumping out again, relying on large amounts of movement speed and large base spell damage. (Maybe add more skills that make you more mobile and skills that do large amounts of instant damage (like the fighters heavy blow), while relying on large amounts of dodge chance to minimize damage dealt. 