Anthony Barnstable wrote: ...
2. Elf Wizard: similar logic, but has more support abilities, trades better wands for better polymorphing. Clearly designed to be the “less focused” wizard and more of the “jack of all trades” wizard. Would be great to see something like non-consumable polymorph tokens or focus boosting polymorph to hit bonus as well, that could help open a new option for elf wizard builds.
First, for the most part, I can see these rankings.
I don't feel any difference in how EW plays. Outside of Alertness, what wizard support spells ever get used? Even when playing 4th level with like sealed pack or whatever, the only spells that ever matter are damage spells IME.
4. Monk: sacrifices access to armor and weapons, worse than average sliding ability because of unique dual sliding mechanic, no support abilities.
I just don't understand why monk gets so much damage love. Saves = 6/6/9. Dazing Fist, Deflect Missiles, Evasion, Feather Fall into better versions with Diamond Body. Sure, some of these abilities are useless because dungeons don't do anything with them, but Diamond Body cheats a power rare. The theme of monk, if not the practice, is that monk gets a host of weird abilities that sometimes matter with two weak attacks because they use their fists/magic fists. Practice is a thematic fail, where double-fisting Thor's Hammer or whatever happens, though, admittedly, I'm now falling into the same trap that seemingly everyone falls into of spending too much time worrying about the broken BiS level of play and not levels of play where some semblance of balance might be good for the game.
5. Barbarian: should be designed to deal more damage but not hit as accurately as the fighter, good AC, great HP, good saves (maybe should have worse saves?).
Do people actually look at the saves for these classes? It's one of the few differentiators that matters. Barbarian is 6/2/2, which is not the 5/7/2 of ranger and along the lines of 5/2/2 of fighter and 7/2/1 of dwarf fighter. 4th level barb only does damage. 5th level gets Damage Reduction, which may not be great, but it's far better to me than better AC.
6. Fighter: the “default character”, falling squarely in the middle where they should. Designed for physical combat, designed to hit the most accurately, but should forego some damage because of this. Great AC, good HP, good saves.
Saves are 5/2/2. While I used to consider this the least appealing class because it's terrible and boring, my personal preferences actually find this sort of amusing where I hate playing some of the other classes, and I'm inclined to play this in weird runs where I get to play 4th level because I'm not particularly interested in resliding.
8. Rogue: ...
By far the most important ability of rogue is puzzle clues. That people who run the same dungeon 5 times don't care about puzzle solutions anymore is not the rogue's fault. I wouldn't say the attraction of rogue, though, is puzzle clues or even 3 tokens that have no impact on 1%er collections. It's playing Concentration that is the main attraction to rogue. Actually, I find wizard's main appeal to me is skill tests as otherwise it's just monotonous howitzering, but that's me.
But, is the goal to make classes equally appealing or equally good? I think equally appealing. Monk can be better than fighter because fighter is easier for players to understand how they work - it's the basic class to the monk's advanced class. Now, casual players, rare hunters, and forumites are going to have different general interests, nevermind that everyone is an individual, like how I never want to play rogue nor ever play cleric again.
As I'm lazy and not as invested as others, I would prefer seeing people crunch the damage numbers on all rare builds or like all UR builds, something that isn't the insanity that is the most expensive builds. But, I can understand why those who have all/almost all of the tokens only care about the level they play at rather than levels that don't just double-fist legendaries.