"but still" is an admission o' self undercutting, yes? you make the counter argument and then "but still," for your main point?
not to mention we disagree. honest makes us wonder if we played the same game.
gonna limit to weapons:
kitchen stove led to multiple builds being developed 'round the weapon. https://forums.obsidian.net/search/?q=kitchen stove&quick=1 silly op.
marux amanth were not only powerful but were useful for multiple different classes and builds. we got extreme use from the burn + the extra attack chance for priests. am thinking people didn't fully understand the deadfire maths if they failed to recognize just how many extra attacks is functional possible generated with a priest wielding marux amanth.
magran's favor were kinda op for fire users, which is what our contemplative were. we had never used a battle axe the whole game but 'cause o' the way deadfire didn't force us into single weapon specialization, we were able to get serious benefit from the axe late gam. in fact, for our first deadfire run, we started dual wielding sceptres with our contemplative, cause the helwalker+ priest o' eothas were kinda squish and range made sense. then switched to marux amanth + whatever relative early. the ball and chain flail seemed world beater effective for our high crit build. 'course late game were a dagger + axe 'cause with our contemplative wielding magran's favor we could lay down over-the-top pillars of fire. were no mechanical punishment for using the axe or the dagger or the flail.
lord darryn's voulge were the primary weapon for our shaman and it were extreme fun to use... and strongk. stacking daze on crit and with a barbarian we were critting frequent enough. late game we might be tempted to switch to the also ridiculous powerful chromoprismatic staff, but for a shaman, the lightning aoe were tough to ignore.
speaking o' our shaman, modwyr not only had the speed stacking quality (again, am thinking people didn't understand the maths, so perhaps seeming small stacking bonuses were overlooked too often) but the weapon were easy to upgrade and it eventual provided immunity to the confused state, which until mid game were our one shortcoming as a shaman.
for the shaman we also thought tekēhu's weapon were mighty keen and so we upgraded and used for much o' the game when needing a ranged alternative. worked a bit like kitchen stove with our berserker.
do we need to mention the plethora o' sabres? were actual a problem 'cause so many backers who paid for a custom weapon wanted sabres, so there were more good sabres than anything else at release. is not difficult to find threads complaining about why there were so many great sabres and not many hatchets... or whatever.
etc.
edit: shouldn't need be stated, but am thinking a main point o' deadfire gear scheme is missed. gear is important in deadfire, but is almost never what defines a character or makes a build strong. xzar serious undersells the kitchen stove, but that weapon is almost unique in that is more than a few builds which is dependent on the weapon. a major goal o' deadfire were to exorcise that stoopid. in wotr, we near always have ember go the fire route or focus enchantment spells. why? 'cause gear makes enchantment and fire the obvious wins. most wotr builds is as much gear dependent as they is focused on player abilities.bg2 were even worse with gear almost wholly defining the efficacy o' a majority o' builds. obsidan were specific trying to avoid such in deadfire. somehow the deadfire gear goal, one we see as a positive, needs be explained and apologized... which kinda misses what obsidian successful did.
and for @Sarex and others who once again mention that deadfire were not perfect balanced, we observe such were never promised or even a goal. the obsidian developers observed that particular with creative players, there were always gonna be exploits if people looked hard enough. the actual goal were not to eliminate every powerful build but rather to make sure every class and build were viable and fun. observe the existence o' "outliers" is strawman 'cause obsidian specific noted on multiple occasions how elimination o' outliers were not a goal o' their balancing efforts. sure, the developers nerfed stuff more than once, but the real focus were to make every class viable... and potential fun.
so, what were the prohibitive weak class in deadfire? if you tried hard or had extreme bad luck am s'posing were possible to self gimp with multi class, which is something obsidian warned 'bout in-game as well as on the boards. a not viable single class in deadfire? not seeing it. somebody in this thread actual mentioned a monk subclass, which were kinda insane. every monk were arguable too powerful in deadfire, so even the arguable worst were strong.
https://www.youtube.com/watch?v=yiIu1d_T9Uk
streetfighter + shattered pillar were extreme strong, but even a vanilla shattered pillar, particular with an instruments of pain build, was a wrecker. you will find no shortage of shatter pillars builds in the deadfire forum.
aside, am recalling how during the beta we kept seeing complaints that rogues were weak.
*snort*
rogues weren't noticeable buffed during the beta, but sure enough, when deadfire were released and people actual played 'em, the rogue complaints disappeared.
the rogue complaints, coming almost entire from people who hadn't bothered to play a rogue, were illustrative o' a major problem. 'cause deadfire were once again implementing rules different even from the original pathfinder, players made assumptions after reading class and item descriptions w/o realizing the actual gameplay efficacy o' those classes and items. everybody knew rouges sucked, but nobody had bothered to test 'em? 'ccording to obsidian's deadfire telemetry, literal nobody had played a shaman for a month or two following release, and near nobody had played a contemplative, but there were plenty o' opinions on shaman and contemplative builds. is why we played a shaman berserker + priest o' wael shaman. our first run were the helwalker + priest o' eothas. to say we were satisfied with our powha is an understatement.
regardless, while there were indeed outliers in deadfire, there were no classes which were not viable. every class was effective.
however, we will note an oft mentioned obsidian example were misleading. to show the range o' possible builds possible in pillars and again in deadfire, obsidian developers would reflexive mention how you could build a sooper smart barbarian.
...
the obsidian barbarian example is opposite o' what the developers suggest. we played pillars and deadfire priests with high resolve or high might or high dexterity and all were viable and even fun. however, am thinking there were self gimpage involved if a player attempted to build a not sooper smart barbarian unless they were particular deft with the system. the example obsidian used all the time to identify more options actual represented one o' the rare cases o' homogenization.
HA! Good Fun!