Rogues - Can be weak and prone to one shots from barbs and rangers. But can bypass armor, and do good burst damage, making rogue weak to almost everything, but potentially strong vs almost everything. Barb is probably the hardest counter, as they have high HP and dont rely on resistances to be tanky, and can one shot a rogue Dark And Darker Gold.
Barb - Great physical damage, Good health. Decent magic resist. Weakest to rangers who can burst them down from a distance, and fighters who have peak phys resist.
Wizards - Weakest to rangers and specialized barbs. Has potentially the strongest escape of any class and strong maneuverability. In a team fight, they can counter eachother, but in a straight up spell slinging 1v1, they have decent mag resist.
Cleric - Can be tanky, but not as tanky as a fighter. Good support. No strong counter, but no glaring insta win opponent either. Certain builds with high gear can get VERY dangerous. Drunken cleric build can also do good damage. Highly dependent on gear/build/spells.
Ranger - Good against most classes, but hard countered by a fighter. Flanking/ambush rogues probably have the best chance besides a fighter in a 3v3 setting.Clerics with plate can get very good resistances with high phys, +proj resist.
I leveled everyone but Rogue to 20 last playtest, so I'll just complain about everything.
Barbarian
Pidgeonholed into the same two over-represented axe-centric playstyles once geared, especially once Buffs are in play. Gets to express none of their interesting mechanics or skills due to the OneShot Meta just turning them into a stat-stacked overhand-thrown brick or a throwing axe vending machine.
Have fun copying the playstyle of a TF2 Pyro with half the imagination cheap Dark And Darker Gold.
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