The guild classes and my thoughts.

(I don't know what else to call them, so I am just going by where they can be selected), They are insterting and feel like they could be good challenge/ fun classes, but it feels like they just get over locked. I don't want them to be remade, just explained or cleaned up.
The crusader- I really like him, and it makes sense in my head, one shot things to one shot more things. Scarred is one of the best traits in the game, although it doesn't make to much sense for him it does in a way (It is harder to get momentum if poison or curse stacks would make it so the emeny kills you and mana burn would stop you from using helpmeh or byceeps.) The thing I don't get is maryter. While Taurog or Dracul would be nice, he doesn't really need them. This is my reasoning for not liking it:
Taurog- His prep punishment is laughable.
Tikki Tooki- While it makes sense in a way, he doesn't get to much out of it. First strike maybe but more xp is a punishment more then a tool and posion is meh. To be fair, I do hate Tikki.
Dracul- I would have to try this, but it doesn't seem like a better chance of finding him randomly at any point of the dungeon would be worth not just preping him if you wanted him.
Earthmother- This alter can really help you out, since you can descerte it easily, greenblood convert out and half the plants don't even harm you, and entanglement could work to your advantage.
JJ- I don't use JJ, but I guess he could work out.
GG- Because more health is really going to help you out, and cleanse is really helpfully /sarcasm/, Humility might be the only one that you can get and feel good about yourself.
Binlor- Crusaders catapult, would be annoying hard to pull off unless their is something I am missing.
I just don't get it, the crus normally doesn't play a very religious game. It has some perks but not really even to justifiably from where I am sitting.
Transmuter- Two things I would like to see :
Change dungeon lore to something that gives endiswall and decreases it mana cost.
Buff Inner focus slightly.
I tested it, purely using Lemmisi gives you two spirit swords at the cost of almost all the map being revealed, and it revealing key points of the map novel at best. Endiswall is more loyal to the aphla version, makes more sense lore wise, and gives him a more defining feature of starting out with one of the more useful starting gylphs. The biggest worry is Binlor Trans-muter but that is only a big problem if you decrease the mana cost to low, because that is how far his synergy goes.
Other then that, think about this, minumin conversion cost is 80 to my knowledge. You have to cast 27 spells for one spirit sword. It doesn't need that big of a buff but 27 spells is a bit much.
Tinker- Really no compiants, he is well designed. he is a good class to money grind with and would require a reworking if he was to be one of the better classes since he is designed around shopping with is random. The only one I don't have an complaints about.
This is just my noobish opinion.
The crusader- I really like him, and it makes sense in my head, one shot things to one shot more things. Scarred is one of the best traits in the game, although it doesn't make to much sense for him it does in a way (It is harder to get momentum if poison or curse stacks would make it so the emeny kills you and mana burn would stop you from using helpmeh or byceeps.) The thing I don't get is maryter. While Taurog or Dracul would be nice, he doesn't really need them. This is my reasoning for not liking it:
Taurog- His prep punishment is laughable.
Tikki Tooki- While it makes sense in a way, he doesn't get to much out of it. First strike maybe but more xp is a punishment more then a tool and posion is meh. To be fair, I do hate Tikki.
Dracul- I would have to try this, but it doesn't seem like a better chance of finding him randomly at any point of the dungeon would be worth not just preping him if you wanted him.
Earthmother- This alter can really help you out, since you can descerte it easily, greenblood convert out and half the plants don't even harm you, and entanglement could work to your advantage.
JJ- I don't use JJ, but I guess he could work out.
GG- Because more health is really going to help you out, and cleanse is really helpfully /sarcasm/, Humility might be the only one that you can get and feel good about yourself.
Binlor- Crusaders catapult, would be annoying hard to pull off unless their is something I am missing.
I just don't get it, the crus normally doesn't play a very religious game. It has some perks but not really even to justifiably from where I am sitting.
Transmuter- Two things I would like to see :
Change dungeon lore to something that gives endiswall and decreases it mana cost.
Buff Inner focus slightly.
I tested it, purely using Lemmisi gives you two spirit swords at the cost of almost all the map being revealed, and it revealing key points of the map novel at best. Endiswall is more loyal to the aphla version, makes more sense lore wise, and gives him a more defining feature of starting out with one of the more useful starting gylphs. The biggest worry is Binlor Trans-muter but that is only a big problem if you decrease the mana cost to low, because that is how far his synergy goes.
Other then that, think about this, minumin conversion cost is 80 to my knowledge. You have to cast 27 spells for one spirit sword. It doesn't need that big of a buff but 27 spells is a bit much.
Tinker- Really no compiants, he is well designed. he is a good class to money grind with and would require a reworking if he was to be one of the better classes since he is designed around shopping with is random. The only one I don't have an complaints about.
This is just my noobish opinion.