skill and item descriptions being excessively vague, incomplete or just plain wrong. theres hundreds of edits that need to be made to make these things perfectly clear
examples:
1:consumables need exact range for recovery displayed on them, so it is obvious potatoes are better than apples.
2:first high job link isnt clear as to it's effect.
3:grand cross skill says it does 500% damage at lvl 10, actually only does more like 100% per hit and theres some retarded rules for how it determines hits on a monster that arent in the description either.
you have to change to a 3rd job to get to base level 150, preventing access to end game content from all but 13 of the 71 playable classes in this game. thats 58 classes you'll never see with a lvl 150 aura on. this game used to be like a sandbox, basicly allowing you to do whatever you want, go wherever you want and build your character in whatever way you choose. every time theres an update now theres more and more restriction being placed into this game. many many new items only available to one or two classes, not class trees but single classes. theres far too much restriction in this game now and it's about time we have this relaxed a bit. level restriction is one thing, you can always level up (atleast to 99) but class is something that doesnt change so easily.
many many skills for expanded classes need rebalancing for renewal, the new matk formula has killed magic ninjas and the inability too go beyond level 99 has hampered their usefulness further. the vast majority of linker links are utter
, this whole system needs rethinking, perhaps each of the links being some manner of buff usefull for the classes they are named for, remove the class specific restrictions of them so they can be cast on any class and allow each link to stack with other links.
offscreen casting bug: if you cast a skill with a long cast time like OH I DONT KNOW... LOV or something, anyone that walks onscreen after you begin casting will not see that you are casting, begin attacking your carefully herded mob and-_- you out for KSing them when it finally goes off. yeah, people are that retarded.
items with chance to do anything are far too high chance to do nothing. i-_- about this all the time. the chances need to be much higher. the one bolt you get out of whatever random item that you have equipped every 100 or so hits that does a whole 40 damage is not worth using said item when theres EQUIPMENT WITH STATS TWICE AS GOOD BOUGHT FROM NPC. greed hats should spam greed constantly, bolts should rain from the sky from fireblend/ice falchion, kettle hat should keep you constantly in water. peach tree card should proc enough to keep your HP up. this entire class of items is a boatload of fail.
gravity US staff is completely helpless when it comes to making any changes to game content/mechanics/formulae/etc in response to the western play style. it's not their fault either, it's gravity of korea's. iRO should have been a derivative work from the start, we should have had our own dev team making changes and producing new content that appeals to a western audience. we wait an obscene amount of time for updates and translations of content completely unrelated to us and often inapplicable to our desires and play styles, renewal is possibly the bigest example of this. nobody wanted renewal as a whole, some of the content was wanted but much of the game mechanic changes threw everyone through a loop requiring both stat and skill resets and complete relearning of the roles of each character class. nearly every class has a role now opposite of what it was pre-renewal. as far as i can tell this game will never be balanced.
DEX was heavily nerfed with renewal. melee classes could expect to get 1 ASPD out of every 15 or so dex added, independent of AGI. as it is now, it takes an obscene amount of DEX just to gain 1 ASPD, somewhere on the order of twice as much as the amount of AGI you have due to an obvious -_-up in the ASPD calculations. if you have 40 AGI and want 1 more ASPD you'd have to get over 80 DEX. increasing AGI from this point actually lowers the effectiveness of ASPD from dex requiring even more to keep that one more ASPD. in addition to this, the old system of having random damage based on your weapon damage is gone. DEX used to raise the minimum damage by a good amount, i forget exactly how much but it was something like 1.5 points per dex plus some bonus at certain points. instead now we get some -_-ty amount of matk and +1 damage every 5 points or so. this killed the option of the DEX based melee build.
damage can now be reduced below 1 in WoE situations. status effect (quad stun/poison/curse/etc) weapons are made useless vs certain high def classes because they cant even do 1 damage to the target. 0 damage is treated as a miss, this is a horrible mechanic and needs fixing.
theres a ton more that annoys me but this is already tl;dr