by Lujo on Sun Jan 08, 2012 12:48 pm
My tier list:
Obviously unfair:
Monk
Rogue (w Cydstep)
Thief
Bloodmage
Paladin
Strong:
Assasin
Sorcerer
Priest
Sensible:
Fighter
Wizard
Crusader
Situational:
Berserker
Tinker
Pointless by design:
Warlord
Transmuter
Explanations:
The obviously broken: (the ones you can do math on and fall off the chair in realization)
Monk - 50% starting resists, goes over the regular cap with one item, 2X as much HP regen resources in any dungeon, he's the main reason for monster design shifiting into perma debuff teritory and dungeons have to be designed with him in mind. Cleared the alpha with him, could clear beta with him, can clear Slime Pits even after his nerfs and is a walking cheat code.
Rogue (w Cydstep) - The second bigges offender, a guy that by design has tools to kill dangerous stuff without wasting resources, gets hilariously broken when you combine him w cydstep, although Gaan'Telet has shown that 10% dodge combined with enough resists saves tons of resources, and this guy can easily get to 30% dodge. I don't play him much as scumming for cydstep to complete a ridiculous dungeon is too much bother when doing it with a Monk is so easy.
Thief - Even if Monk and Rogues were fixed, he's my go-to class for doing stuff that is unreasonably difficult. Outperforms over-the-curve DEITIES in the regen and debuff removal department, and subtly but efficently unbalances so much stuff in the game.
Bloodmage - has a weak early game, but has such a strong late game that it doesn't matter (especialy when you can sort of skip a lot of the early game with one str potion). If something needs clearing multiple times, I ussualy skip the rogue, and equip this guy with a fire heart. Machine gun fireballing with increasing damage breaks the concept of mana being a much scarcer resource than HP, and outclasses any caster not relying on halpmeh.
Paladin - looks inconspicious on paper, but people swear by him. HALPMEH is a strong glyph, and monotheism literaly breaks deities (sayes right in the ability description). As Dracul helps him raise his resists, and dracul is balanced by not allowing potions and halpmeh, all this adds up to Paladin being a walking cheatcode.
Strong: (above the curve guys that don't need fixing in my opinion)
Assasin - the only guy that can easily walk all over everything even if the power curve is stupidly high. He cheats, yes, but with the state of the game as is (perma debuffers everywhere, current-state animated armors, unreasonably high stats on monsters), he allows me to bypass all the stuff that's only really there to challenge Monk, but is sort of balanced as his endgame is vanilla. Yes, he could probably walk over everything even if everything else is fixed, but noone will ever try to balance monsters against him, and as such I consider him a fixture.
Sorcerer - Another guy with obvious advantages, but no monstrous endgame retardedness potential. Very good progression from "basic sepllcaster" to "advanced sepllcaster", although having fireball as a prep has made him stronger than he used to be.
Priest - Only really strong with resists, but as long as they are in the game, he is a resource abuser. Since he doesn't have starting resists, he's not as easy to break as the Monk or Paladin, but if he did, he'd be right up there with them.
Sensible:
Fighter - Has his pro's and cons, with a str potion and his starting death protection he can easily skip to lvl X with just on kill, and can then lvl catapult easily with the help of Tiki Tooki (and +2 XP per kill). A fun class that makes you use your head, outclassed by obvious retardedness most of the time, and dungeons designed to (unsucesfully) try to counter the retardedness.
Wizard - Again, like the fighter, another class that relies more on the player, but still has pro's and cons. Reliant on retardedness he can use, and forced to compete against challenges for retardedness he can't use (50% starting resists, machine gun fireballs, double worth potions, effortless level catapults).
Crusader - Stronger than the other classes, but looks nicely balanced so far, and doesn't seem to break any fundamental rules of the game.
Situational:
Berserker - the one-resource guy if you play him straight. Better than the Monk in certain cases, outclassed by him in all other ones.
Tinker - Depends on the run, but quite strong just because of the 2 comression scrolls. If there wasnt so much specific junk in the shops, would be strong, rather than balanced.
Pointless by design:
Transmuter - playes a whole different game than anyone else.
Warlord - in my exirience sub-par to any other melee class, as there aren't many ways to boost fixed damage in the game, and even less for guys dependent on mana. Taurog berserker gets as many repeatable death protections as He does, but does way more damage, and almost anyone else gets better mileage out of their cydsteps, halpmehs, bloodswells, and so forth. I REALLY don't like this class.
I almost got pwned by Shifty Brickwork!