Edit 1: Changed Berserker slightly and added Miner suggestion. Edit 1 changes are marked in dark blue. Acrobat - Double jump cooldown is reset on MELEE kill. I wanted to give Acrobat a fun way to get into a fight and get out when they win. It's also only given on melee kills so it'll be a little more niche, but could be a lifesaver in a 1v2 situation. Alchemist - Removed extended Regeneration II potion This one potion is way too much. I don't believe there shouldn't be "guaranteed" ways to win games (what I refer to as 'win conditions'), but leave that to the gapple. Bard - Shackle's Slowness II -> Slowness I Slowness II is very, very powerful, and it's non-stop until the box is gone. This ability needs to be tuned down. Berserker - Max hearts reduced from 20 -> 17 - Melee kills give 1.5 hearts from 7 -> 10 hearts - All other kills give 1 heart from 7 -> 10 hearts - Melee kills give 1 heart from 10 -> 14 hearts - All other kills give 0.5 hearts from 10 -> 14 hearts - Melee kills give 0.5 hearts from 14 -> 17 hearts - All other kills give 0 hearts from 14 -> 17 hearts I truly think Berserker is very strong, especially in the right hands, but I don't believe reducing the hearts back to 15 would be good for it either. That said, bow kills shouldn't reward easy hearts. The class should be a risk/reward class. It's hard to really figure out the best numbers for it, but I think 17 might be quite fair, especially with a speed-granting ability. Civilian - Teammates can right-click a Civilian with an empty hand to open a crafting table - Civilians are marked with a © in their nametag (to help distinguish them) Civilian is NOT meant to be a good class at all, but in the few niche circumstances, it should be helpful in supporting the team. This is just a fun ability that doesn't make Civilian useful, but doesn't make it a waste. Defender - Outside of nexus range, Guardian's Warp will recall the Defender back to base - Immediately outside the range, the timer for recalling is 3 seconds- Increases by 1 second for every 10 blocks out, up to 12 secondsNothing that makes Defender useful outside of the base, but if they do need to leave the base, they have the ability to get back easily, without the use of a Transporter. This also allows the Alert Item to stay in the nexus area, so if someone else is nearby, they can still hear it and tell you. Miner - Gain Haste I for 10 seconds on ability use Speeds up mining a little. Ninja - Has a passive fall damage reduction of 25% - Makes no sound when taking fall damage (will still reveal if invisible) Ninja is a Ninja. They should be good with taking a fall, and being silent while doing so. Rift Walker - Players cannot wear diamond armour for 7 seconds after a rift - To ensure a player isn't left behind, a rift will fail if a diamond player is attempting to be rifted, warning that player they cannot be rifted This doesn't remove rifts, but makes them a little more dangerous. Rifted players already receive weakness from the rift, so the heavy diamond armour is too much to wear until the weakness is gone (and then a little more). Robin Hood - The Steed is half as healthy (hearts cut in half) The Steed is a little much. It's very fast, and very healthy. Now it'll be very fast and somewhat healthy. Scout - Combat Tag applies on respawn You did just die, you were in combat. This just makes sense. - Combat Tag is reset on kill IF there are no enemies visibly within 20 blocks - This means invis players and players behind walls will not affect the Combat Tag resetAllows the Scout to immediately move on from an encounter if they get the kill, while also making sure they don't just immediately get away in a 1v2 situation. Transporter - Portals placed using another portal are linked - This means, if a second transporter places an entrance portal, and then goes through a portal to place the exit portal, that second portal is linked to the first, and both are broken if the first is broken- The first will not break if the second is brokenHaving a multi-tp rush is not fun. This just makes it a little harder for the rush to easily succeed. Wizard - Spells cast are no longer instantaneous, but now move at 30 blocks/second Spell spam is way too much. It's very easy to reduce someone's hearts in an instant, something many other classes only dream of being able to do. This still allows the spam, but makes it harder at range. Enchanting Table - Can no longer enchant books Except for Tinkerer, books shouldn't be able to be enchanted. It's a niche thing on very few maps, but it's just not right! Ender Pearls - On teleport, gives the player Slowness II + Glowing for 1 second This just gives a little teeny bit of counter-play, but doesn't make it really easy to do so. These are my personal suggestions. These are mere ideas, and nothing more. I'm not looking at all these to say they should be added, but maybe to spark some ideas of your own. Leave your comments below! As a question: Should every class be viable on every map? For instance, should Iceman have an ability that makes it useful on maps without water too?