Have you tried to reply to a post with more of a positive criticism than the one you offered me?
Yes. But those ideas usually had fewer flaws.
The Bard's songs are meant to be more powerful. Since they are Area of Effect (AOE) they are by design more powerful. A heal that heals everyone with no cooldown, to health, armor and magic armor, each turn, with no duration limit sounds powerful.
It might sound powerful, but it does look at all powerful even at low levels. And the way health and armor numbers scale up (and enemy damage), it would not remain powerful. You didn't mention if those numbers would scale (or how), so I have to assume they do not.
It may start off "weak", but it can be started before combat and once the performance is complete the Bard is free to move and attack at will, the song is maintained indefinitely.
Ah, you did not make that part clear. But another obvious flaw is that if you can start this outside of combat, no one will knowingly start it inside combat if they know a combat is coming. Hence, they will wait for their songs to be at their full strength before starting combat. So the weak song increasing in strength won't matter, and it will only lengthen the amount of time the class has to stand around waiting.
The Bard could sing a damage song that will damage every enemy, every turn. If that song was started before any battle, the prep time is like 3 seconds to start, not that long.
You said it takes 3 turns to perform. A turn is 6 seconds, not 1, so that is 18 seconds. Now it's true that combat is not especially frequent, but I can see a prep time that long getting tiring. Especially if you tack on additional turns waiting for the song to reach full strength. So it'll probably be more like half a minute just waiting.
This would allow the Bard to do the first encounter with his instrument hitting both enemies with his song and weapons each turn. It would be a very powerful class.
The offset of the class is if they are stunned, their song ends. So once they are un-stunned they have to decide if they fight with their instrument, or start another song, as both cannot be accomplished at the same time for the next 3 turns.
Everyone has the "get stunned and can't act" drawback.
Absolutely no one will attempt to start another song if their first one gets interrupted, because they will almost never get a chance to finish casting it, thanks to almost certainly having lower HP and armor than when combat started, leaving them vulnerable to further CC or death. Being unable to move or act for three turns is absolutely crippling for survival. Even if they do get a song restarted, the combat will be over (or it will have been so easy that a song wasn't needed in the first place).
If you do not like my idea, instead of being rude, take what I have offered and offer changes that would fit your expectations of the game.
Unless you are working for the company (which I doubt) do not tell another person who is interested in the product to go and "(censored) off".
Have a great week.
My criticisms were pointing out major flaws and issues based on your description. It's hardly being rude and certainly not telling anyone to F off, so don't put quotes around things I didn't say.
If you really want suggestions on how I would change it, fine.
Bard songs cost 4 AP to cast. have a 3 turn Cooldown and last for 4-6 turns, affecting targets in a good-sized radius around the Bard. Only one song active at a time. Songs end if the Bard is hard CC'ed. Bards use standard weapons like anyone else, but pull out instruments to perform a song.