In this post i am not giving any opinion bc i did not do the proper tests to conclude what should be done to balance the game but the idea here is to go back to the basics.
I know is hard but try to be objective and not think only in your main class, the goal here is to have the most class variety possible.
Main pros and cons of every class (PVP) just a general picture nothing too deep skip this if you know them:
Fighters:
Pros:
Quick attack to use your skill rotation first.
Insane dmg from crits and attack speed to burst their enemies.
Can survive both 1v1 and 5v5 due to dodge.
Cons:
Very low hp pool so classes with high hit rate/succes rate can punish them.
Classes with anticritic and huge hp pools/huge lp% recovery can punish using physical reflect.
Swords:
Pros:
Quick attack to use your skill rotation first.
Sustain damage keeping the enemy in kd state/stunned (high base damge = "counter" for anticritic).
Insane hit rate ("counter" for dodge).
Cons:
Low hp and low dodge so high resistance classes who can break the kd/stuns chain can punish them.
In 5v5 swords can kd/stun chain 1player and they dont dodge as much as fighters so they need to be extremely careful.
Turtles:
Pros:
Insane single target damage from crits.
Insane aoe damage from crits.
Can lock the enemy with a chain of debuffs.
Good aoe crowd control.
Cons:
Classes with anticritic and huge hp pools/huge lp% recovery can punish using energyreflect.
Their main damage skills has long cds and cast time so they can be punish by interrupting those skills.
In 5v5 they need to be extremely careful.
Cranes:
Pros:
High damage over time.
Can lock the enemy with a chain of debuffs. (With max lp debuff and healing skill, cranes are a "counter" to the huge lp pools with reflect strategies).
Mixed damage force the enemy to gear both physical and enegry defense.
Cons:
They do not have a clear initiation skill to start their skill rotations so they can be punish at the start.
It is almost impossiblie to survive and be useful as a crane in 5v5.
Cranes are squishy so if they fail the skill rotation for whatever reason they are exposed.
SKs:
Pros:
High survavility due to high lp pool, life drain, anticritic buff and high defense (specially against energy damage). Suitable class to use reflect.
High energy damage.
Debuffs gives sks good aoe and great single target crowd control.
Cons:
They miss against high dodge/resistance enemies due to low hit rate/succes rate.
There are many accesories to reduce both damage and cc from sks (antibleed, anti paralisis, anti fear).
They struggles against healers and tanky with sustain classes since sks cant kill them.
Long animations and some cast skills make sks skills "easy" to interrupt.
Classes with huge succes rate who can lock sksin a chain of crowd control can punish them.
DWs:
Pros:
Insane survavility due to huge lp pool, healing skill and huge defense (specially against physical damage). Suitable class to use reflect.
High energy damage.
They can "protect" their party in 5v5 giving defense buff and some crowd control.
Cons:
They miss against high dodge/resistance enemies due to low hit rate/succes rate.
Long animations and some cast skills make dws skills "easy" to interrupt.
They struggles against healers classes since dws cant kill them.
Classes with huge succes rate who can lock dws in a chain of crowd control can punish them.
Dendes:
Pros:
Very good survavility due to healing skill , high defense and high resistance. Suitable class to use reflect.
Since this is the only class with a ep per second buff dendes no hesitate to use kaioken in their battles.
Very useful in 5v5 removing buffs in area, keeping alive the party and giving some utility.
Cons:
Dendes do not have a huge lp pool so classes who can burst them quickly can punish them.
Classes with huge succes rate who can lock dendes in a chain of crowd control can punish them.
Their main damage skills can be denied with high resistance.
Pokos:
Pros:
Good survavility due to good hp pool (bigger than dendes), healing skill(weaker than dendes) and huge defense.
"Counter" to crowd control in 1v1 since the enemy has to choose between you and your pets.
They can be useful in 5v5 removing buffs in area, keeping alive the party (not as well as dendes but still can be helpful) and giving some utility.
Cons:
Classes with huge succes rate who can lock dendes in a chain of crowd control can punish them.
They do not have ep per second buff so pokos cannot heal forever and their heals are not as strong as dendes.
They miss against high dodge/resistance enemies due to low hit rate/succes rate and pets die easy in 5v5.
Chefs:
Pros:
Huge survavility due to huge lp pool, healing skill , %con buff, prop buff and high defense (specially against physical damage). Suitable class to use reflect.
Cheffs can "pause" the fight using spin/ball to recover potions and skill cds.
Useful in 5v5 giving rp in area, candy in area, aoe kds, and useful buffs.
Cons:
Their buffs have long cds and cheffs without buffs are way weaker/useless.
They miss against high dodge/resistance enemies due to low hit rate/succes rate.
They used to have a great spamable ep drain that gave them advantage to healers and low ep pool classes but it get nerfed years ago.
They struggles against healers and tanky with sustain classes since cheffs cant kill them.
Classes with huge succes rate who can lock cheffs in a chain of crowd control can punish them.
Ultimates:
Pros:
Huge survavility due to high lp pool, huge resistance, healing skill , %reg lp buff, prop buff and high defense (specially against energydamage). Suitable class to use reflect.
Cheffs can "pause" the fight using spins to recover potions and skill cds.
Awesome in 5v5 removing debuffs, removing cc, and giving awesomes buffs.
Cons:
They miss against high dodge/resistance enemies due to low hit rate/succes rate.
They struggles against healers and tanky with sustain classes since ultimates cant kill them.
Classes with huge hit rate who can lock ultimates in a chain of crowd control can punish them.
Plasmas:
Pros:
Awesome in 5v5 aoe kd, aoe confuse, cd/dex buff, aoe inmune to many forms of cc.
Very high hit rate "counter" to dodge.
Shout skill to use your skill rotation first.
Cons:
Anti paralisis accesories is a hard counter specially 1v1.
Plasmas have not high lp pool and they do not have enough dex to dodge so they are very squishy.
They need to be extremely careful in 5v5.
Karmas:
Pros:
High damage from crits and atack speed.
Awesome debuffs to keep your enemy in a chain of crowd control.
Useful in 5v5 aoe kd, aoe confuse (not as good as plasma), antibleed/resistance buff
Cons:
They need to be extremely careful in 5v5.
They struggles against classes with huge resistance who can break the cc chain.
Plasmas have not high lp pool and they do not have enough dex to dodge so they are very squishy.
Here is when balance plays a major role. To have a balanced game every strategy should have both strong and weak points.
I will give you an example.
Using fighters since it is the most popular class, they need to dodge/resist a lot and they have big crit damage to burst enemies.
If fighters does not dodge/resist a lot to a low hit rate/focus enemy then it is broken, and in the other hand, if a huge hit rate/focus player does not often connect skills to a fighter it is broken too.
If fighters does not deal big damage to a low defense/low hp pool enemy then it is broken, and in the other hand, if a huge defense/huge lp pool class recieves huge damage from a fighter it is broken too.
A strategy without a counter play is a clear warning that the game is broken.
Stats like con, physical/energy denfese, , physical/energy attack, focus and dex must be balanced.
As i said before i am not giving any opinion on how these stats should be balanced bc honestly i do not know how to change them to make the game balanced.
If you have high upgraded weapons and your class skills deals high damage then you are supposed to deal great damage.
If you have high upgraded armor and your class buffs/passives gives you high defense then you are supposed to tank great damage.
Properties are just an optional bonus to increase even more this damage/defense but properties are not supposed to be a must have to survive/deal damage.
Every player should decide if he prefer to make their attacks a bit more powerful and their defense a bit more high using properties rather than use cd, crowd control reduction, constitution,focus,dex,etc. but every alternative has to has it strengths and weaknesses.
The problem right now is not if props are 1:1 0.5:1 0.5:0.5 the problem right now is that players need props to survive/deal damage.
Hope we can find a solution!