Hot and cold takes on most classes

Acolyte
Necromancer: Really strong until it isn’t, at which point it sort-of seems to fall off until the end-end game, which is annoying, but no real issues clearing. feels bad between ~65 and the mid 90’s.

Warlock: Sorta feels like an all my eggs in one basket type class. my fissures take 90% of my mana bar, but then cast my chaos bolts which cast my bone curse and my rip bloods which also stack bleeds which trigger bleed overload which casts more rip bloods and so on. it’s funny when you see all the moving parts going on from a single spell input, but after encountering mobs that don’t instantly die to it, you find yourself in a situation where you don’t really have any other resources for survival or utility as all of my spells are linked to fissures and it burns my mana bar down to nothing constantly.

Lich: havn’t finished the campaign yet (as speed running it for the 8th time gets exhausting) but it still seems to have gear dependency issues on the exsanguinous type items that trade health for ward. a bit annoying, and could be easily fixed by a passive in the lich tree that does the same thing, perhaps past the chain barrier.

Sentinels:

Forge guard: Void cleaves massive minion bonuses are too encompassingly powerful to forgo, but the dependency on two handed axes and swords to use void cleave feels bad, especially when the funny forge guard set uses a hammer instead, it just isn’t worth losing the void cleave bonus for any reason and that feels limiting.

Paladin: haven’t played, so skip.

Void knight: ORBS!!! (but seriously, that build continues to be the overwhelmingly best option for basically all content on VK and that’s kinda annoying. would have thought more diversity would have made it’s way in since the beta…)

Primalist:

Beastmaster: pets weirdly feel weak right now, just like, kinda forever… at the very least i haven’t hit a point by level 70 where they can clear anywhere close to as fast as my necromancer or forge guard’s full minion builds, and it just seems deflating when i loved the initial idea of wolfpack, bleeding frenzy, and big funny bear builds, but none of them seem to have any throughput… and it’s not exactly like the beastmaster has any more survival options than other classes, so i’m just a semi-useless bearded guy running in circles with a mob of enemies being slowly whittled away by various pet builds to depressing effect… feelsbad.

Shaman: so i havn’t made one yet, but i do feel the need to comment on the overwhelming abundance of shaman specific uniques in the game, and especially from monolith bosses, that really makes it seem like theres a hardcore bias somewhere in the item design team…

Druids: You know, there are other forms besides spriggan form when you design items, right?

Rogues:

Blademaster: hitboxes seem weird right now and dancing strikes seems to miss more often than not when trying to cleave through mobs of enemies, so i feel a bit dependent on flurry. on the bright side, channeled flurry with the force waves does feel really nice, so i guess things could be worse. smoke bomb also seems bugged and once made into a traversal skill the smoke effect stops spreading even though that wasn’t one of the listed effects…

Marksman: Skip

Falconer: it’s… severely overtuned… by like, a lot. we’re talking factors of tens more damage than comparably geared alternative classes at the same level… we’re talking one shotting things that are supposed to be minutes long fights… now, of course it feels nice, but it’s certainly problematic.

Mage:

this is sort of an honorable mention category since i made a mage and it felt so bad in the early game that i couldn’t stomach getting it past level 30.

i had a high level sorcerer in the beta, so i know that it can get good later, but looking through the spell talent trees it does seem a bit dependent on some later nodes that make the early game a slog.

but hey, maybe runemaster is better and i was a fool for sticking with what i knew.

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