It looks like it can be good, but there are a few things I don't really like about it:
- General Gameplay
- When a player dies, it still registers them as in combat and takes about 10 seconds for you to select your kit
- The End biome is extremely easy to fall off of, and kits with high knockback dominate it
- Kits
- Medic
- The armor all has thorns 1, which makes it very annoying to deal with
- The stick has knockback 3, basically just throwing players around the map (I've been launched like 15 blocks before)
- It has way too many potions, I don't understand why it has 16 splash potions for speed which lasts a few minutes each
- Fisherman
- It has a sharpness 9 pufferfish, which gives it 11.25 damage and makes it almost as good as Swordmaster's sword
- The diamond armor has protection 2 on it, don't really see why that's necessary
- Also has access to knockback and fire aspect, which both give it a ton of advantage over kits that don't
- Squire
- This kit has fire aspect now, I personally thought it was fine without it
- Marksman
- I don't see why it needs power 10 with limited arrows (it's useless when it runs out), why not power 5 with infinity?
- Assassin
- The kit is pretty useless, although it deals an extreme amount of damage with the diamond sword, 7 sword hits won't get you past 3 or 4 kills; I think it shouldn't have any durability loss (it only takes like 3 sword hits to kill it)
Hope that could somewhat help you guys with balancing kits, I'd like to see this be released to all players with almost entirely balanced kits!