You know, my problem is that I have too many ideas and can't code (unless you count html in :-/ )
NOTE: bold text = idea, normal - comment
Feel free to implement, ignore or laugh as many/much as you wish.
To the point...
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Warrior's Berserk is all wrong ! It's Quad Damage, not Berserk. Berserk is mindless rage in which only thing you think about is to HURT your enemies over and over.
When Warrior starts berserking, he should constantly move forward, until Berserk wears off. You still can turn around and strafe. That would be real Berserk - limited control over your character, but LOTS of fun. If you think it's too big disadventage, enable constant movement only on skill level 4 and 5. Or at least make toggleable in option menu. Pleeeasee !
Currently Warrior requires no skill ! Disgusting. Good warrior knows when to fight and when to run.
Rune has excellent way of making Berserk work. With each hit, your bloodlust increases, until you start to rage. At this point, your bloodlust is slowly decreasing and you can't increase it with more hits.
Warrior's rage is increased by small amount each time he hits and enemy in melee. When counter hits maximum, warrior starts berserking. Rage drops to 0, and doesn't increase by hits until Berserk wears off
Cleric's Heal can be automatic, but capped. When cleric damages an enemy, 10 second countdown is started. Only one countdown at a time. When counter hits 0, cleric's god rewards him by healing 10 hitpoints. This way it wouldn't be overpowered. It is the act of figting enemies that cleric's god appretiates. No need to mess with spell cost ! Cleric would receive constant, not very fast healing if he's in action. Other players can be healed, too, if they're close.
He would still have to use quartz flasks when situation is dire.
Instead of giving level1 Mage overpowered Icon Of Defender spell, it can be done by executing Disc Of Repulsion every 1.5 second and halving any damage taken. PROBLEM - in pure hexen, Disc Of Repulsion works thru walls, so it would have to be taken care of. But benefits are obvious - available on first level, not as overpowered, fun, deflects projectiles and pushes monsters back. Still, some projectiles CAN hit you.
Please don't give Mage cheap Mana Creation spell. Why don't simply make him regenerate mana slowly, and allowing other players to regenerate mana if they're close (and are ins same team, of course !)
Some weapon ideas:
Critical hits:
Each melee weapon has around 10% or less chance to do critical hit. Effects vary depending on weapon.
One-handed weapons:
Standard dagger
Damage: pretty low, but higher than Ornamental Dagger
Rate of fire: high
Range: low, you have to run close to your target (same as ornamental dagger)
Delay before impact: very low
Critical hit: 150% damage
Special: 200% damage for backstab (enemy doesn't face you). Backstab can't become critical hit.
Ornamental dagger.
Class - Mage, or Heretic if you are willing to implement "new" heretic class. Probably not. :/
Poorly suited for combat.
High rate of fire, little delay before impact, really low damage, poor range. So low that it's poor weapon for close combat. The catch - it's poisoned ! Under several seconds (around 5) poison deals lots of damage, enough to kill most weak creatures. Poison doesn't stack, so hitting one enemy twice before poison wears off is almost pointless. Strenght of poison is initially low or moderate, and gradually increases with level or perhaps some stats. Strenght and agility may increase dagger's damage output, but it's so low that makes little difference.
Hit one enemy, hit another, three steps back and watch them suffer.
Critical hit: 2 times more poison injected.
NOTE: with daggers, you can quickly run close, stab and run away because rate of fire is high and delay before impact low. It can be significant in multiplayer
Long Sword
Moderate damage
Moderate damage before impact
fair range
moderate rate of fire
Critical hit: 150% damage
More than 1 target can be hit with one swing, similar to Quietus
(axe would work very similar to sword, but damage is higher, rate of fire slighty lower, and only one target can be hit at a time)
Battle Hammer
high damage
low rate of fire
moderate range
high delay before impact
special: significant knockback
critical hit: 120% damage, victim is stunned for 1 second (slows down)
Two-Handed sword
Long range
Very high damage
very high delay before impact
More than 1 target can be hit
Character slows down after pressing Fire key
Critical: instant decapitation of lesser enemies ?
(two handed axe or hammer would have similar stats, but can hit only one target at a time. Hammer would have 2sec stun)
Ranged weapons
Bow
Moderate damage
moderate rate of fire
low spread
fast projectile speed
(When you press fire key, you slow down 50% and after 0.5 second you can release key to release arrow. this should be playable.)
Crossbow
Very high damage
very low rate of fire
faster projectile speed than bow, a bit slower than saphire staff
no spread !
(when you press fire key, you slow by 50% for 0.25 second and fire. After that 0.25 you are no longer slowed ! THe catch - you have to reload... pressing the key second time starts reloading. It takes 2 seconds, during that time you can't move (only look around), shoot etc.) Hit and run. You can ( and should) shoot, then run around the corner and reload in safety. You have to reload sooner or later. This can be sniper rifle of Hexen, but drawbacks I suggest would make it playable even in multiplayer ! Still, it's not hitscan weapon.
Shuriken
This is iron, spiked star used for throwing.
Projectile speed fast, but slower than bow
Moderate damage, moderate rate of fire, but you have to swing before projectile starts flying (same as Hammer Of Retribution). Stuns on critical hits. Limited range - trajectory, gravity etc.
Flask of oil
Low rate of fire, because you have to ignite it first
moderate limited range, trajectory, gravity etc.
swing delay similar to shurikens
Explosion with splash damage (area effect) - like Cleric's Firestorm, not instant.
Class idea: Heretic
Mixture of demonic mage and some weapons, scaled down Heresiarch's skin with extra animation would do
Weapons: Ornamental Dagger (perhaps critical hit = terror spell ?), Flask Of Oil, ....? No more ideas yet
Spells:
Weakness (slows one creature down)
Summoning (take away from Mage)
Poison Breath (have you ever tried using Disc Of Repulsion on cleric's gas cloud/flechette ? It's fun, and that's how this spell is going to work like. Translucent poison cloud flies forward and gradually slows down, stopping for few seconds. Area of effect larger than cleric's, but duration shorter.
Vampiric Touch
for 5 seconds, gradually drains enemy's health and gives 50% of it to Heretic. Short range spell
Terror - nearest monsters start running away for few seconds (they move 2 times faster, as on skill level5 or -fast, but in opposite direction)
Pain Mirror
Tricky spell. When cast, just sits there for unlimited duration and does nothing, except waiting for opportunity to act. When a projectile hits you, Pain Mirror shield is enabled for few seconds before it wears off. As long as Pain MIrror shield is on, for any projectile hitting you Pain Mirror creates another one and shoots it in opposite direction. It should allow bouncing even short burst of projectiles like Afrit's or Dark Bishop's.
Pain Mirror duration slowly increases with stats and/or level, same goes for projectile power. Initially, Pain Mirror is activated for 2 seconds (when something hits you) and shoots back at 70% power of attacker. Later, it can be developed to say... hmm... up to 500% ?
Perhaps it should be impossible to cast while using Icon Of Defender.
ONLY way of mana regeneration for Heretic class: when Heretic kills a creature, heretic (or any friendly player after 5 seconds to prevent stealing, warrior gains health, mage - mana) can pick up it's soul floating over body. Hexen2 necromancer, anyone ?
I will write more, if you're interested.