I'm gonna address these the best I can.
Mage
Okay, while I personally don't agree with making Storm Cloud a trade-off skill (why would anyone do that to any basic thunder spell?), I have no qualms against a damage nerf. I'd like the range to be kept since, well, Storm Cloud was meant to be a crowd control skill. Of course it already had the lowest DPS rating out of any attack in the game, with only 0.6x a mage's base DPS (mages have the same attack rate as warriors: 120 hits/minute with one weapon and 192 hits/minute with two). Magic Breath has better DPS than Storm Cloud.
I wholly agree with Protection Field. Just base Protection Field (1100 HP and 30% defense) is equal to a mage with 330 HP. 330 HP! Defensive field can raise that relative HP value to 555!
Of course it went without saying that the high HP values are relics of a time when literally anything can annihilate Protection Field. Here's about how I would set it up.
Name: Protection Field
Base HP: 120
Base Defense: 12%
HP Increase per Skill Level: 30
Defense Increase per Skill Level: 2%
Name: Defensive Field
Base Size Increase: 25% (same as before)
Base HP Increase: 40
Size Increase per Skill Level: 25%
HP Increase per Skill Level: 30
That should bring Protection Field down to a more manageable 48 relative HP (240 HP and 20% defense) and Defensive Field to a more manageable 80 relative HP (400 HP and 20% defense). Strike the issue right in the heart of the issue, I say. No need for any other tradeoffs. And yes, I'm sure there could be a better option for PVP, like halving Protection Field's defense in PVP only, but it's better to focus on the archaic relic of a stat; to me at least.
Archer
A damage nerf on Arrow Hoard? Really? That's your idea? PSH! Weak! THIS is how you nerf Arrow Hoard.:
Arrow Hoard:
Currently as it stands, Arrow Hoard has the highest skill-to-base DPS rating in the game. A full arrow hoard, combined with a full sharp hoard, deals 10.5x an archer's base DPS (arrow hoard matches an archer's base attack rate of 132 attacks/minute). That's higher than full Power Smash combined with full base Rage for Warriors, which would sit at 6x a warrior's base DPS (Power Smash was calculated to have 90 hits/minute through much testing, which is lower than 120 hits/minute for a warrior's regular attack). Of course the DPS comes with the trade-off of having to get up close to an enemy, but that doesn't really mean anything when an archer's range is nine sidewalk blocks, allowing them to keep their distance from any enemy they wish. Man, I need to make some sniper monsters.
One archer had stated that Arrow Hoard was meant to be a crowd control skill. I'd say let's give it that quality by having the skill spread horizontally as opposed to vertically like it currently does. That way it would actually work for crowd control.
As for spam-proofing, I have an idea on how it would work. As Blind Hit and Storm Cloud were reworked for viability purposes, I figured, let's try a viability-based rework for Arrow Hoard as well. Here's how it will work.:
Arrow Hoard will be a dynamically-charged skill. What this means is Arrow Hoard will only fire off its maximum arrow count when fully charged, but it will also fire off a certain amount of arrows depending on how long you've held the B key for. This will reset each and every time you use the skill. How long will you have to charge the skill up? Well, about 0.3 seconds, or 18 frames, for each extra arrow you wanna shoot. For example...
1 Arrow: No charging
2 Arrows: 0.3 seconds
3 Arrows: 0.6 seconds
4 Arrows: 0.9 seconds
5 Arrows: 1.2 seconds
6 Arrows: 1.5 seconds
Of course archers will have a hissy-fit if they waste 10 MP on one lousy arrow, so how about this? Make the skill use 2 MP for every extra arrow you fire out. This formula would provide a more mathematical explanation of what I mean.:
Arrow Hoard MP Cost=2*(Arrows Fired-1)
See? More manageable, huh? Of course that will make Sharp Hoard weirder to utilize. I think the ideal way to fix any worries about the issues with Sharp Hoard that could result from a more dynamic Arrow Hoard would be to increase Arrow Hoard's cost to 3 per arrow, but at the same time making Sharp Hoard a passive that doesn't increase MP cost whatsoever. Of course that will take a bit more experimenting on paper, but that's my best idea for now since skill MP usage doesn't follow the ax+b formula yet.
Oh yeah! The ax+b formula! This is what I mean by it.
Skill MP Cost: ax+b; a=skill levels after Level 1, x=MP increase, b=base MP cost
Implementing ax+b would allow Arrow Hoard to work like this:
Base Arrow Hoard: 2 MP per arrow
With Sharp Hoard or Cupid Hoard: 3 MP per arrow
With BOTH Sharp Hoard and Cupid Hoard: 4 MP per arrow
That'll make balancing out Arrow Hoard and all its branches much easier to do.
Of course a Max Arrow Hoard with Sharp Hoard would reduce the DPS from 10.5 DPS down to 3.181818, so... How about a tiny buff for Sharp Hoard in exchange? Let's say... 20% increased damage per level instead of 15%? That way, the DPS decrease would instead go from 10.5x base DPS to a more manageable 3.636363x base DPS. That should make it less broken but still viable.
Leaf Guard? Eh, not sure about that one. I mean Leaf Guard is more of a contact skill.
Gunman
People just flat out ignore Coin Shot for some reason even though Coin Shot + Pellet Spitter is perhaps the deadliest skill DPS-wise. Really, 5 coins per shot is only going to deter noobs from using it; 5 coins mean nothing when you can fight against Scorpees and the like.
I also wrote out how Grenade should be handled.:
Grenade:
This one's an odd skill. It has the highest base damage for any skill, at 9x base damage at maximum level. It also branches out to Multi-Grenade, which allows you to throw 3 grenades at once. I haven't seen any gunman try and use the skill out in the field, with their main reason for not using it being cumbersome aiming (you throw grenades by walking... What?). Aside from that, grenades can be thrown at a rate of 90 per minute if one were to repeatedly press the B key.
Reworking this skill will feature both a buff AND a nerf. For the buff, I will recommend improving the aiming of a grenade. Magic Breath did skill-aiming just right, so I would base Grenade's aiming mechanic off Magic Breath's aiming mechanic.
However, to prevent grenade spamming, I will suggest a cooldown. Grenades sit idly for 2.5 seconds at a time (I checked) before exploding. As such, I will recommend a 2.5 second cooldown before a gunman can throw another grenade (or three if they got full multi-grenade).
Also, Men in Black flash camera pens dammit!:
https://eliatopia.com/forum/viewtopic.php?f=5&t=3071
Warrior
I mean there was supposed to be an increased mobility rage that would fall under Cautious Rage's branch. Dunno when that's gonna be added in yet.
Aside from that, people still refuse to acknowledge the main benefit of being close-quarters. You know how the early bird gets the worm? Well, when you're a warrior and you kill a mob, you ALWAYS get the loot. (That being said, I've seen many archers being complacent because they think they can always laze around and stay in one place with their homing arrows and crap like that. I say loot their butts so they start thinking about cleaning up after themselves).
I do think Blind Hit can be minorly buffed; just from 9% damage increase to 10% damage increase per skill level will do. I just like more well-rounded numbers. As for fitness, I think it would benefit from having two more levels, at the cost of having its HP increase per skill level being bumped down to 14 HP per level (for a total of +70 HP and +35% speed at Level 5).
And no, you don't need to be proof of anything as damage is an integral component in any RPG; it's just an added bonus for putting points into defense and upgrading your armor. It makes them more challenging. Besides, monsters reacting to getting damaged (aka Hit Stun) is a thing in the desktop version, which makes avoiding damage easier.
Personally, I think a more meaningful buff would be having Hardening Stones target all the other stat points when upgrading armor. This would affect accessories the most, but I think it would work for any other armor.
And yes, I do plan on doing flails for warriors, which I feel would mandate a range extension to account for the squash-and-stretch animation needed for them.