I am starting this thread. I am starting this thread with the full statement that this is both a comprehensive evaluation of mechanics, and a brain dump. These are my opinions. Everything said here is tempered by the fact that: a) I love what I have played and b) I just like making suggestions and my brain just tries to solve problems even problems that aren't really there. I have A LOT to write. I am going to do it in chunks. They likely will take a while. Hopefully too much won't change in between but it is ok if they do. Feel free to reply. But also know that I am fully aware that some of my thoughts are short sighted, personal, and indicitive of my play level. For now I start with classes. I have only managed to find one advanced class/monster so I have no statements on those yet. Oh warning blocks of text incoming.
Classes:
Fighter - I love playing it, because of perception of strength gain(faster leveling). I consider him fun but non-competitive most of the time. Tiered healing at level 10 helps some but in general find his vanilla nature to not be a puzzle piece for any dungeon. One thought of a change is to make his XP requirements be -10% per level rounded up. Essentially changing total xp requirements to level 10 from 275 to 245. Almost identical power wise to +1 per kill but actually extends his power more in late late game.
Berserker - Woo flavor! Is a fun puzzle piece. I find him frustrating to play at times though. For two fold reasons, one is just RNG. Even in magic based dungeons you can be screwed by all the physical monsters being in a level grouping which ruins tempo. With magic being harder to use this can devastate a run by number of resources required to get past this. The other frustration is damage calculation. I will go into this more, but essentially it is time consuming to constantly calculate the extra 30% and makes it less fun.
Warlord - If there is ever a class that begs to behave fundamentally differently than others it is this one. This is a class that is designed around a) using Cysdstep b) barely 3 shotting enemies(2 shot after bonus from low hp), and stacking enough mana so that a mana pot will let you kill something that is just shy of a 4 shot(with three hits, and all sorts of bonus damage). I don't enjoy playing the class most of the time because the mechanics to make it work are essentialy JJ or go home. Stacking mana is often counter productive from a prep point of view to an essentially melee class(you need your mana for cydstep so you won't cast many other spells.) Lastly, the damage calculation feels like a nightmare, but again I will go into this more. I am not sure I am prepared to offer suggestions, but I feel the class is un-fun because of overhead.
Thief - Much has been said about his overpoweredness. I never really understood it. To a large degree I still don't. Part of the problem is I think that instead of all of his abilities synergizing into flavor, they are all just good. When you become a master at the game the resource numbers add up and you have a powerful jack of all trades. However, this seems to be able to be balanced with the value of resources. Really I feel no flavor of a thief though, and that sort of is dull to me.
Rogue - Woo are these guys fun. Get them some HP and they can ruin a lot of dungeons. Without more HP, they can be a frustration of mediocrity. Honestly I would love to see these guys be forced to be more tactical. I see them as opportunists. To do this however I think they would ALWAYS need dodge prediction. If they always had it they could be played much more effectively without having to rely on HP buffs. They would utilize low level mobs as even more unique resource. Though dodges would need to be re-rolled per attack not per hit taken. Regardless, fun to play.
Assassin - A fun puzzle piece. Largely feels blah outside of being a puzzle piece. I think this is because of the problem of third tier clases being tied to the spells they unlock. There benefit is to start with the spell. However the use of there spell feels like a giant resource hog. Especially considering the need to explore around mobs to get benefit of other ability(I like this ability thought, it has flavor). I think this could be improved(and add flavor) such that whenever a mob that has poison CAST on it dies, a 3x3 square is refogged. Sort of a "cloak of shadows" ability. Has flavor and function. This may need to be on only equal or higher level targets or be severely overpowered.
Priest - Never really liked them. Oh sure I feel great when slaughtering undead, and feel terrible when there are none, or none I can reach. Similiar to Berserker problem with magic attack enemies, sometimes you can't find any and you feel gimped. This is offset a little by the extra hp. Calculating optimally using their potions can be difficult, and often not really all that effective. Even with extra hp a lot of bosses still drain most of your hp in one shot. Great you say that is what your potions fix, except that means you have 6 shots at the boss(except for halfling) and then spent. If it not an undead boss, that is likely not enough. Flavorwise I am meh, undead is cool but otherwise I don't feel it.
Monk - So much said about this class since alpha. Always been fun even when "underpowered". Feels unique, more so than the other classes. Wish there was more of that across the board. As it stands now I feel it lost some uniqueness. Since I feel it competes with the Paladin. Not really sure what I would do about that, but one idea I had tossed around for use.. somewhere but could fit here is stacking damage reduction per level. Starts with -1 damage taken, and gets another -2 at level 2 and so one. Ending at -55 damage at level 10. This could be broken severely so some sort of other limiter might need to come into play. But I like the flavor. Starting damage may need to be increased a bit to compensate(for early levels). Won't say much more but just want to repeat I love the unique feel of it's abilities.
Paladin - Stable class. Mono-theism is neat. Cool things you can do with gods when you can ignore punishment. Halpmeh is pretty much what everyone wants to see sitting next to them when they start. This is the least complicated third tier class. I think this is directly related to the fact that it has the most generally useful glyph. I am not sure that is a problem, because there can be fun completixity with mono-theism, enough to end a run if you mess it up.
Wizard - Ranges from fun and unique(spell flinger go!) to blah and underpowered(so I hit things with my smaller stick?). Depends on dungeon, and RNG. Recent changes have improved this some, but still feels like they are better off a spell swords using magic to enhance there hitting. This is problematic because I feel this steps on the toes of the Sorcerer. Honestly I think a lot of this is related to an underpoweredness of Burndayraz. I will touch on this more later. Most of the time that I hear of magic being powerful in the game though it is because of pisorf, which seems awkward especially since they find an extra fireball glyph.
Sorceror - Love them. They are a lot of fun. They let you sort of dishout pain from all directions. They LIKE burndayraz because the mana cost gives more hp back. Scaling on the HP return can be a bit uncomfortable at higher levels. They in some ways get WEAKER as they get higher levels because of it. 10% healing per 1 mana spent would probably be overpowered, but some sort of percent might be cool. Standard damage calculation frustration mentioned before because of mana shield though since it isn't a percent it is far easier to accomodate and calculate.
Bloodmage - Honestly? This is in my mind the perfect advanced class. It is complicated but not arcane. It requires advanced play to get it's full benefit. It rewards thinking carefully about your next move, but doesn't mandate repeated math and number crunching to do that. It is mostly designed around exactly what it wants to do. Like the monk it feels unique and THAT is cool. My only complaint would be a similiar quibble about the class being designed around a spell which I feel should just be inherent like the monk. Double mana regen. I know this can't really be done consistency wise without doing something similar with the other 3 tier 3 classes but just a note.