Arcanist Kolixela wrote:
Wade Schwendemann wrote:
Bob Chasan wrote:
Matthew Hayward wrote: Here are my preferred class rankings for damage output, and why.
Let’s start with why:
1. TD wants to sell tokens.
2. People buy tokens predominantly to boost their combat capabilities.
3. There are only 6-12 rounds of combat in a typical dungeon - things that boost combat damage, and things that grant actions/let you do more with an action are more desirable than things that grant defenses.
Design goal: No class should be better than another class at everything players want to do (if so, there is no reason for people to play the lesser class).
So it’s OK to have an SUV, a tractor, and a corvette.
It’s not Ok to have a corvette, and Porsche, and a Ferrari.
Here are the things people want to do, ordered but what I believe the general preference is:
1. Gather treasure.
2. Deal damage / kill monsters.
3. Avoid / resist monster attacks and effects.
4. Boost the party / hinder monsters.
To answer the question of what order the classes should go in with regard to #2 - one should also evaluate where they stand / should stand in #1, 3 and 4.
Let’s do that quickly:
#1 Treasure collection:
1. Rogue
2. All other classes tied.
#3 Avoid / Resist attacks
Tier one: Paladin (great saves, AC)
Tier two: Barbarian, Cleric, Druid, Fighters, Monk (mix of high HP, great saves, high AC, and class features like evasion / feather fall etc.)
Tier three: Bard, Ranger (Decent AC/saves)
Tier four: Rogue (slightly worse AC, saves)
Tier five: Wizards (worst saves, worst AC, worst HP)
#4 Supporting the party / hindering the monster
1. Bard (Bardsong, monster lore, buff spells)
2. Cleric (bless, prayer, restore abilities, healing
3. Tie Paladin (guard, lay on hands, remove disease) and Druid (healing, defensive spells)
5. Tie Elf Wizard (Alertness), Rogue (puzzle clue, flank)
7. Tie Dwarf Fighter (taunt), Wizard (buff spells), Ranger (healing)
10. Tie Barbarian, Fighter, Monk
Summing all that up, the damage tiers should be:
Tier one:
Wizards (compensates low defenses, low support)
Tier Two:
Ranger (compensate for medium defenses, low support)
Tier three:
Barbarian, Fighters, Monk, Rogue (compensate for high defenses, worst support)
(Rogue could move up one - depends on how much you value the treasure)
Tier four:
Bard, Cleric, Druid, Paladin (compensate for awesome support and/or defenses)
(Druid could move up depending on how you value healing and if we ever get a reprint or new armor set similar to Dragonscale).
I like this. I play Wizard and just finished playing VTD felt like I was playing on Normal and everyone else was playing on Nightmare. It would have been nice to be able to contribute more damage to the party total.
I know that's the point of this thread, but comparing classes with and without their legendary makes a big difference.
In particular, Barbarian, Monk and Rogue are incredibly powerful now.
I definitely agree on Barbarian and Monk but does the new Legendary for Rogue put it on par with the Ranger or is it still below Ranger on the damage potential
Rogue is currently #4 in total damage output at a max built.
I'm ok with this. The assumption that rogues are just about puzzle boxes isn't sound. By that logic, clerics are only there for healing, and wizards are only there to attack multiple opponents or are only there to use wands. Because something is part of a class, that doesn't mean it is the only thing that class can do.
At higher levels, the rogue extra 3 rares per run doesn't matter. For new players - sure - it definitely helps but this thread isn't comparing level 4 character classes. In that case, it would be monk, ranger, then wizard, then druid in total power.
The rogue is meant to be a glass cannon in virtually every gaming edition. In D&D, in particular (especially 3.5 that TD uses for the basis for the core rules), the rogue could do top 3 damage but did so at great risk to themselves. They could never have the AC other classes had and when they become a target, they were toast without party support. Similarly, wizards and druids in D&D aren't the top damage dealers - they control the battle field that enables everyone else.
My view is these are the various roles of different classes in TD:
Bard - primary support for buffing, lore checks, and supplemental healing and damage
Barbarian* - damage dealer but also meat shield - high HP and resistance
Cleric* - best healer in the game, strong ac, supplemental damage, should be amazing against undead
Druid - Versatile caster not not best in class for damage or healing, strong supporting damage dealing, shapeshifting, limited support for rogue/bard through spirit bowl
Dwarf Fighter - Amazing AC, designed to attack attacks and tie up combatants, crit fishing for great damage
Elf Wizard* - Top 3 caster damage dealer, should be versatile as a combatant, needs more "elfiness"
Fighter - Strong melee combatant, great AC, should be most reliable to hit of all classes
Monk** -Amazing melee combatant but low AC, best resistances in the game, stunning ability
Paladin* - Great AC, strong melee combatant against evil, limited immunities and limited healing
Ranger** - Strong melee combatant with limited magic, best in class flexibility between ranged and melee (likely not true with current rogue set-up)
Rogue - glass cannon melee combatant, opens locks (puzzle box), limited support role (flanking)
Wizard* - Best spell damage of all casters, battlefield control and area effects. Should have the most spell versatility of all classes.
*indicates where TD needs to adjust the classes to better fall in line with their roles or power levels
-Barbarians should have better resistances and be the ultimate meat shields
-Clerics should be lights out against undead - turning should be something that just ends combats against undead. In D&D, a cleric turning undead basically ends combat against anything that fails its save. Since fear is hard to replicate in TD, maybe something like 10 X healing spell bonus area effect against all undead (save for no damage) usable 1/day.
-Elf wizard doesn't feel like and elf at all. They can't use long swords or do much in melee and have no racial abilities. This is one of the cards most in need of a redesign. I would recommend let them use rogue armor, use rogue weapons plus all bows and long swords, then give them immunity to sleep and charm. Add that to the current class card, pull polymorph, and you would have a much better elf wizard.
-Paladins need better abilities against evil - maybe a smite ability from 5e. That could be their spell bonus or healing bonus as bonus damage against anything evil 5/run.
**indicates where TD made the class overpowered versus it's D&D origins. Ranger hasn't been a top tier damage dealer in D&D since 1st edition and only then for the first 2-3 levels. I think it lost it's way a bit to not have more spellcasting and animal related abilities.
Fred