Link:
http://www.runicgamesfansite.com/vbdownloads.php?do=download&downloadid=649The download link includes a lot of my thinking, but I wasn't sure it directly addressed what
@Phanjam had to ask about them. So below is more or less what I was thinking. For now there is only one combined mod, but in theory they could be separated along certain lines, so those have subforums of their own. I probably won't separate them anytime soon, if at all. If I do separate them, it would be after significant balance feedback has been taken into account. For example, my extra classes use skills from the base classes, and I don't like making every change twice in the mean time.
Cooldowns - I don't like everything to be spamable. When everything is spammable, you can end up with swiss army knife skills like Shield Bash where you can right click endlessly, performing multiple functions with no restrictions (assuming you have mana and mana potions). Cooldowns can allow other power levers to be moved to compensate. So instead of spamming a 40% stun chance, maybe you can get a 100% chance stun every 12 seconds instead, and much better damage. Spamming just one skill shouldn't be the answer to everything. Some of this is inspired by League of Legends to some extent, but PvE is slightly different, so some of the extremely long cooldowns aren't quite necessary here. 60 seconds is about the longest that seemed reasonable.
Potions - My experience in vanilla Veteran was extremely binary. Either you get one-shotted, or you heal to 100% in just a few seconds with a health potion. Gameplay shouldn't hinge on whether they can burst through the sustain barrier, with damage completely failing to stick or accumulate otherwise. Mostly, I nerfed potions. They're diluted over a longer duration (30 seconds, but not strictly an 8:30 ratio necessarily). There are also Philosopher potions, which last 15 minutes, but are about half as strong - these are farming-oriented, and can be used whenever you don't need that bit of extra healing rate. All potions are now level-restricted.
Health, damage, and XP graphs - I thought that Normal monsters were too trivial on Veteran and below, so they got a 60% health buff. Since I nerfed potions, I nerfed all enemy damage by 12.5% (I think that's the number I used). Also to compensate for the extra 60% health, Normal monsters grant 10% more XP. The 12.5% figure feels a little low as you get into the final acts of Veteran NG0, but maybe the game is just supposed to get harder regardless.
The classes - Pirate and Ascetic are remixes of existing classes with some custom passives cooked up on the side. They fit in with the above approaches to the game rework without changing the main idea too much. Pirate is a mid-range melee+ranged fighter who passively heals if they've killed something recently, 1-2% max health per second for 1-5 seconds depending on passive level. Ascetic uses either bow or polearm. The Ascetic's health rises or falls passively toward 50-60% or so, and has a 70% penalty to potions. They start with a 20% AS penalty and a 20% damage bonus, losing up to 15 of the AS penalty as they level up the passive. They are slow and deliberate, and benefit a lot from pacts, which help them avoid early deaths when hovering at lower health amounts. Sacrifice lets them double down on their passive, largely for the purpose of lowering their downtime, but in a very double-edged way: They lose 50% current health over 3 seconds, but restore 75% maximum health over 15 seconds. (These numbers could be lowered a bit, but beta testing was way too slow-paced before adding this skill in)
Both classes have some hyperscaling - HP and VIT scale off each other by 10-50%, and DEX and FOC scale off each other by 10-30%. Additionally for Pirate, ranged and melee damage scale off each other by about 20-30%. This last bonus is a clear analog to the usual dual-wielding passives, but designed for Pirate.