I never posted before, but I played s4p completely, including basically all major mods, same for this game and I absolutely looove it. Congrats to the dev(s?), especially the new class system is great! That said, I have a few suggestions and decided to get them all out of my system. I separated them into different topics for ease of use.
From my POV, the ‘templar’ class is pretty useless rn. According to its prerequisites and its abilities, it’s for characters that have high physics and wits, which are already rare. But more than that, there is also no more advanced class that has templar as its prerequisite, meaning it’s kind of a dead end. And since that is not enough, a character based on the ‘templar’ class also doesn’t get any armor, which is quite essential, especially for frontliners.
So, here are a few suggestions for changes to the ‘templar’ class:
Give it a prerequisite class Make the ‘acolyte’ class a requirement and lower the physics factor to average. That makes the entry point into lower, which is exactly what we want since we already need two factors.
Changes its properties Take away the ‘basic spellcasting proficiency for a ‘medium armor’. That way, it can hold its own when compared to other class options while remaining unique.
Give it an advanced class This would add even more incentive to make a templar. Paladin would (more or less) fit the bill, but I think a new class would be even better! This class should build on the strengths of the templar by granting the ability to wear heavy armor and ‘advanced spellcasting proficiency. With all three classes, you’d then have a heavily armoured mage that is also capable of basic combat.
Give it something unique Every class, especially every advanced class, profits from something to differentiate it from the others, like necromancer or soul eater. The ‘templar’ class (and maybe other classes based on it?) could buff MDEF significantly (or have a skill that does) since templars/inquisitors are well known for fighting mages.