Professions

I bet some people are going "why won't people make better threads these days?" but just stay and read and hey i'll send u a cookie. Ok, here its goes.
Professions, u pick one when creating a character, but what if u are a player that had played for a while? you will get a mail and get this item called "Profession change" maybe u can buy it from Vatel? is his name called that IDK, for 50k? anyhow these are the professions u can choose from
1.)Striker
-You gain 2% MSI
-You gain 3% ASI
BUT
-You take 2% more damage (becasue to me strikers where mean to be glass tanks)
-Your sheild has 2% less health
2.)Gunslinger
-You relaod 3% faster
-You walk (while shooting) 2% faster
BUT
-You take 3% more damage when shooting
-Your walk (when not shooting) 2% slower
3.)Demo
-Your bombs has 2% less fuse time
-Your bombs have 3% more knock back
BUT
-You take 2% more damage from shock and fire (ouch)
-Stun & Poison last 3% longer (double ouch)
You read this far u must be wondering "Boo these are for main stream peopl what if i want a hipster Professions". Well guess what there is.....
4.)Tank
-You take 2% less damage
-Your sheild has 5% more health
But
-You walk 5% slower
-You deal 2% less damage
5.)Lucky
-Stuff are 1% less rare
But
-You gain 10% less heat
6.)Liquifier (and every other family badge thingys)
-You deal 5% more damge (still works even if you have max slime)to slimes (and each to its respective family)
-You take 5%less damage from slimes
But
-You take 10% more damage from Shadow (you take more damage from what that family is weak to)
If u think some are OP/UP please say so or maybe u wanna add a profession also please say so too.
this is Demotastic, and your cookie (>^.^)> @

I like being able to modify my stats just with the help of the gear I possess. Choosing professions would effectively kill the point of the gear being the only thing that alters your attributes.
And that's just one major argument against this suggestion. I will leave the rest of the thinking to you why that would never be liked by the community, and thus, implented.

"Trade you some X buffs for your Y buffs."
Before continuing I am going to point out that one of the main features of this game is the lack of a specific class system. There are definitely equipment archetypes, but nowhere does it say using B equipment is incompatible with everything related to C weapons. Your equipment defines what you are capable of. Having a weapon capable of area of effect gives you the ability to attack with that area of effect. Having a weapon which deals a status lets you deal that status because you are using that weapon. Wearing equipment which buffs a weapon type gives buffs for that weapon type. This is not rocket science. However, without any equipment (except for your helmet and torso, which you must have something equipped for) you are nothing. Without a weapon you may not attack. Without a shield you may not defend. Without resistance to Z you are vulnerable to it. This feature defines this game. As hypothetical UVs these "professions" could work, but only as parts of equipment and not a passive effect which is part of your knight regardless of your equipment. For example, the "Tank" is essentially Plate armor but with a damage penalty. I have not forgotten that we already have weapon specialist equipment which gives amazing bonuses.
And now for our featured presentation.
Striker
+2% movement speed
+2% attack speed
-2% defense
-2% shield health
I know all the "professions" have low bonuses and penalties, but these are quite literally barely noticeable. If we are going to create this whole archetype/class/"profession" system we may as well use UVs as a reference to make the bonuses noticeable:
+1 movement speed
+1 attack speed
-1 universal defense (does not go into negatives)
-1 shield health (does not go into negatives)
Attack ability is more important for knights (us) than defense, so the defense vulnerabilities are not as potent; this would also improve movement. The movement and universal attack speed bonuses can stay, as well as the defense vulnerability, but instead of weakening shields have it give -2 universal damage. It would make this archetype/class/"profession" more of a scout than major offense unit.
+1 movement speed
+1 universal attack speed
+1 bomb charge (bombs do not have improvable attack speed; no charge buffs for swords or guns)
-1 universal defense (does not go into negatives; affects normal, pierce, shadow, and element)
-2 universal damage
This is not specifically aimed for sword users.
Gunslinger
+3% attack speed (reload is essentially the same effect)
+2% movement while firing
-3% defense while firing
-2% movement while not firing
Gunners are the range archetype for this game. More specifically, they fire from a distance with the most variety in weapon mechanics compared to swords and bombs. They have a lot of options. However, one of the key factors of being an average gunner is having high mobility though not necessarily high damage. Faster firing is fine but penalizing mobility while not firing is excessive.
+1 gun speed
+1 movement speed
-1 universal defense
-1 universal damage
By using this set of effects your guns fire faster, you can run faster, but you are squishier and do less damage regardless of which weapon you switch to. Your only offensive bonus is for guns so stick to your guns; literally.
Demo
To start, your set of effects are awful. I am going to list them below this anyway.
+2% fuse speed
+3% bomb knockback
-2% resistance to fire and shock
+3% duration when afflicted with poison or stun (the bonus says positive but the effect is unwanted)
Fuse speed is rarely an issue for your average bomber and knockback prevents chaining, making it an unwanted effect. Fire and shock are two of our main countering statuses due to charge interference while poison and stun are simply pests.
+1 bomb charge
+1 bomb damage
-1 attack speed for guns and swords
-1 damage for guns and swords
This gives penalties for using other weapons while giving your own specialty more bonuses.
Tank
This is basically a readaptation of Plate armor.
+2% universal defense
+5% shield health
-5% movement speed
-2% universal damage
More defense, less running and damage. Readapting it to the existing bonus mechanic.
+1 universal defense (helmet, torso)
+1 universal defense (shield)
-1 movement speed
-1 universal damage
This is more specifically a modified Ancient Plate set where the attack speed is switched for damage decrease and a shield defense bonus instead of more max health. They should buff Plate lines before bothering with this silliness.
Lucky
+1% item drops (money, materials, equipment)
-10% heat
When your equipment is heated out and the world is open to vomit equipment on your lap, the bonus is not very fitting.
+1% item drops (materials, equipment)
-20% crowns obtained through combat (does not apply to Krogmo minigames, market transactions)
Want a better chance to get that Cold Iron Carver from Vanaduke? Deal with -20% crowns for you and your party. You read that right, the penalty applies to everyone in the party as well as the bonus drop rate. In a full party you get -80% crowns for every single floor everyone keeps their effect set on but the team gets +4% material and equipment drops. Is it worth it? Up to you.
Liquifier, other family specific set effects
+5% damage to specialized family
+5% defense to specialized family
-10% defense to whatever damage type is extra effective on the specialized family
This is clearly a readaptation of family specialist equipment (Chroma, Drake, etc.) but with defense and familiarization with the family being discriminated against. You racists.
+1 damage to specialized family
+1 defense to damage dealt by specialized family
-2 defense to damage which the specialized family is resistant to
I may not have the words right now to describe it, but this feels wrong. I am going to move some stuff around.
+3 damage against the specialized family
+1 resistance against the specialized family
-1 universal damage
The increased specialist bonus counters the universal penalty, resulting in only +2 damage against the family with -1 damage to everything else. You also get some defense against that specific family. That means you get a total of +3 in bonuses but -6 in penalties. Against that specific family you would be more effective but against anything else you lack some damage.
I will make my own versions of these in a following post.

You allways manage to fix every flaw. But i have to say, isn't the scout "class" mean for demos and not for swords? since LD's recon cloack give negative speed bonus to swords. But if im wrong, just maybe, wouldn't giving speed bonuses and CTR to demos..... OP? (excluding all the debuffs)
Edit: didn't made sence so i fixed it.....

Before proceeding, these are hypothetical effects for equipment; not passive effects which are in effect regardless of what equipment you have on, but their own equipment. On their own. Similar to stuff that already exists, with more bonuses to what they are best at, but penalties if you try to deviate. These would basically be super-specialist armors. Not armor sets, just the torso. No helmet. Get your own helmet. These are just the bonuses delegated to the armors without any defenses applied.
Striker
+1 movement speed
+1 universal attack speed
+1 bomb charge
-1 universal damage
-2 (1/Low = ~7% according to the Wiki; ~14%) max health
You move and attack faster, but you deal less damage and have less health. Your shield is untouched because that is your first defense; you deserve a chance to avoid being hit, but once that shield is gone you are more vulnerable due to decreased health.
Gunslinger
+2 gun speed
+1 gun damage
-1 universal damage
The damage buff and penalty to guns cancel each other out so the only effect is improved gun speed. You fire faster but damage from your swords and bombs is decreased.
Demo/Bomber
+2 bomb damage
+1 bomb charge
-2 attack speed
Since attack speed does not affect you, why would you care about the penalty?
Guardian
+1 universal defense (normal, pierce, shadow, element)
+1 max health (not one bar, +1/Low; +7%)
-1 movement speed
-1 universal damage
You are slower, you hit for less, but you have more defense and health.
Treasure Hunter
This is basically Entutrof from Dofus/Wakfu, but with penalties elsewhere; instead of getting a bonus to general loot with a minor penalty, as in the original post, I give two options for this armor:
+1 (not %, but as a UV sort of effect) drop success for materials and equipment (no crowns)
-2 universal damage
+1 (see above) drop success for materials and equipment
-3 (accumulative effect of -~21%) crowns received from combat (in Clockworks)
The drop bonus and crown penalty effects affect the whole party, meaning if multiple people in the party use this everyone benefits and suffers depending on which is used to proceed. With the first option using multiple clients would be more profitable, but with the second option it would be far less profitable unless you rely on low probabilities.
Specialists
Be more effective against a certain family, regardless of which weapon(s) used, but gain nothing and/or be penalized against other families.
+5 damage to one family type
-1 universal damage
Against that one family, you get +4/+~28% damage regardless of which weapon you use. Against the other five families, you lose ~7% damage. Is it worth it? Depends on the stratum.
Swordsman
"Swordsman" does not specifically mean man, as in only male; "man" is simply easy to use in reference to "human". I am not being discriminatory.
+2 sword damage
+1 sword charge
-2 gun speed
-2 bomb charge
No attack speed buffs. Your swords get more damage and a faster charge rate, but that sidearm gun and bomb are less practical.
If you have been paying attention you will notice each set of effects has more accumulative negative effects than positive.

Yes, that would make it overpowered.
Changing it from -1 universal damage to -2 universal damage.

thanks, even if u did re-write me thread, but atleas u made it better :D

Most of these would just be improved versions of existing equipment. It would be easier to change what already exists than make a bunch of new stuff.
The Striker/scout one is questionable in terms of balancing the lower health against quicker movement and attacks. The Enutrof/Lucky one, however, would be a crown plug (not a sink, a plug) for those willing to gamble higher equipment and material drop rates in exchange for their precious crowns.
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