List of Overpowered/Under-performing Classes
PostPosted: Tue Dec 18, 2012 5:17 pm
First off; I want to thank Tola for all of the work you have done so far on balancing the classes. I figured that I would create this thread so we can (as a community) attempt to determine what classes are finished and performing well; or are overpowered / under-performing and in need of some change. I will start to populate this list with my assessment of each class; but feel free to add your own and/or propose edits for the ones I include myself. Please include a brief description about why the class fits each category. I will update this list as it becomes more complete (& as update are added). Issues with asterisks are problems with a type of ability not unique to a particular class; and are explained in detail below.
Overpowered:
1. Mauler: "Reason being they can pretty much 1-2 shot everything around them in a huge radius. Nerfing of Mauler Mastery could possibly fix this, also giving the not so good zeal instead of the uber zeal that they do get." -Gerk
Performing Well:
1. Cabalist: Fairly Solid Caster Class - Has powerful DOTs (which are fine post-nerf); decent nukes (Life-Drains); and pets; none of which seem over-powering or under-performing. Issues: Life-Drains*; Single-Target Debuffs*
2. Cleric: Essentially a Well-Rounded Caster - Has powerful nukes, good buffs, decent heals (which I've discussed improving), and decent melee. Issues: The Instant Damage and Instant Mez/Snare abilities need shorter recast timers (Maybe 1 second for the damage and 10seconds for the mez); Single-Target Stun*
3. Friar: Well-Rounded Tank; perhaps a little boring on this server; very strong in single-target damage and fighting bosses - weak in AOE damage. Issues: Twister*
Under-Performing:
1.
Issues discovered through this list:
1. Life-Drains: Life-Drains trade off damage for a health regaining component, but spell echo doesn't pass on secondary effects, maybe all Life-Drains should be given a small 200 radius so the number of drained targets could be increased marginally.
2. Single-Target Debuff: All Debuffs should be aoe; or else they are not worth using (350 radius is typical for aoe debuffs; but 700 radius might be more appropriate for this server). They should also be instant cast and given a 1 second recast timer (debuffs don't stack with themselves).
3. Single-Target Stun: Doesn't work on bosses - kind of pointless for a mass zerg of mobs - needs to be made AOE with a 350-700 radius)
4. Twister: Something seems off about this ability it does not seem to kill off mobs efficiently at all; I find myself having to finish off each mob; whereas Zeal and Shock & Awe seem to more effectively clear groups of mobs.
Classes Still Needing Assessment:
1. Armsman
5. Heretic
6. Infiltrator
8. Mercenary
9. Minstrel
10. Paladin
11. Reaver
12. Scout
13. Sorcerer
14. Theurgist
15. Wizard
16. Animist
17. Bainshee
18. Bard
19. Blademaster
20. Champion
21. Druid
22. Eldritch
23. Champion
24. Hero
25. Mentalist
26. Nightshade
27. Ranger
28. Valewalker
29. Vampiir
30. Warden
31. Beserker
32. Bonedancer
33. Healer
34. Hunter
35. Runemaster
36. Savage
37. Shadowblade
38. Shaman
39. Skald
40. Spiritmaster
41. Thane
42. Valkyrie
43. Warlock
44. Warrior
Overpowered:
1. Mauler: "Reason being they can pretty much 1-2 shot everything around them in a huge radius. Nerfing of Mauler Mastery could possibly fix this, also giving the not so good zeal instead of the uber zeal that they do get." -Gerk
Performing Well:
1. Cabalist: Fairly Solid Caster Class - Has powerful DOTs (which are fine post-nerf); decent nukes (Life-Drains); and pets; none of which seem over-powering or under-performing. Issues: Life-Drains*; Single-Target Debuffs*
2. Cleric: Essentially a Well-Rounded Caster - Has powerful nukes, good buffs, decent heals (which I've discussed improving), and decent melee. Issues: The Instant Damage and Instant Mez/Snare abilities need shorter recast timers (Maybe 1 second for the damage and 10seconds for the mez); Single-Target Stun*
3. Friar: Well-Rounded Tank; perhaps a little boring on this server; very strong in single-target damage and fighting bosses - weak in AOE damage. Issues: Twister*
Under-Performing:
1.
Issues discovered through this list:
1. Life-Drains: Life-Drains trade off damage for a health regaining component, but spell echo doesn't pass on secondary effects, maybe all Life-Drains should be given a small 200 radius so the number of drained targets could be increased marginally.
2. Single-Target Debuff: All Debuffs should be aoe; or else they are not worth using (350 radius is typical for aoe debuffs; but 700 radius might be more appropriate for this server). They should also be instant cast and given a 1 second recast timer (debuffs don't stack with themselves).
3. Single-Target Stun: Doesn't work on bosses - kind of pointless for a mass zerg of mobs - needs to be made AOE with a 350-700 radius)
4. Twister: Something seems off about this ability it does not seem to kill off mobs efficiently at all; I find myself having to finish off each mob; whereas Zeal and Shock & Awe seem to more effectively clear groups of mobs.
Classes Still Needing Assessment:
1. Armsman
5. Heretic
6. Infiltrator
8. Mercenary
9. Minstrel
10. Paladin
11. Reaver
12. Scout
13. Sorcerer
14. Theurgist
15. Wizard
16. Animist
17. Bainshee
18. Bard
19. Blademaster
20. Champion
21. Druid
22. Eldritch
23. Champion
24. Hero
25. Mentalist
26. Nightshade
27. Ranger
28. Valewalker
29. Vampiir
30. Warden
31. Beserker
32. Bonedancer
33. Healer
34. Hunter
35. Runemaster
36. Savage
37. Shadowblade
38. Shaman
39. Skald
40. Spiritmaster
41. Thane
42. Valkyrie
43. Warlock
44. Warrior