Patch 3.03 has just been released and I think PoE class system is in pretty good shape.
But first, I have to define what I call a balanced class system for a party single player CRPG.
For me, it is a system where each class is able to fill some roles or some combinations of roles without any class being better at it.
(It's more a general principle than a precise definition.)
I think PoE 1 mostly fullfills this objective.
3.03 is probably going to be the last balance patch for PoE 1 and I'm pretty satisfied about Obsidian's job, especially because it was their first try with this system. It might not be perfect but it's pretty ok now.
Of course, it could be better. I won't dare complaining about PoE 1 anymore, but I'm eager to review the system once again now that PoE 2 has been confirmed.
For the class System as a whole, I would only point two possible problems :
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Vancian Casters (Wizard/Druid/Priest) are very strong
It has been said numerous time on this forum : it's hard for other classes to compare with a Vancian spellcaster unlseashing his/her whole spellbook during a boss fight. It might not be as true for trash fights and early game, but I've often found that the raw power of a party is directly correlated with the number of vancian casters in it.
My opinion about how PoE 2 should deal with it :
I don't think it worths changing completely the class system (maybe because I'm a bit a CRPG "Tory" ), but I think PoE 2 should emphasize the true advantages non-vancian classes currently have over vancians :
- Action economy. Casters have few passives. Non-Vancian should have great passive (like twin arrows, carnage, paladin zealous auras, etc... not to mention Immolation which is a "semi-passive") that enable them have multiple effects on the game at the same time or multiplicate their natural abilities.
- Unlimited ressources. High-level Casters have a huge number ressources, but they are still limited. For example, abilities with cooldown instead of per encounter could be a good idea for martial class. (Chanters and Ciphers - and to a lesser extend, monks - already have unlimited ressources.)
Giving Spell-like per rest or per encounter abilities to non-casters (ex: echoing shouts) will never truly give them an edge over vancians. They will always be worse at it than spellcasters. That does not mean these abilities are useless, it only means that the true power of non-casters does not come from there, and Obsidian should keep this in mind for their design.
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Priest are very hard to replace
In my opinion, priest is very hard to replace in a party : https://forums.obsidian.net/topic/82251-the-priest-problem/
That does not mean that you abolutely need a priest, that priest are fun or that everyone should have a priest in his/her party.
It just mean that when you don't have one, you'll usually face following problems :
- Dealing with nastey effects, especially Crowd Control efficiently without "Prayer against X" spells.
- Buffing your party, especially accuracy and defense. Crown and Devotion of the faithful are priceless. Once your priest have pumped up your party enough, you'll feel like playing in easy mode.
I think the Devs realized it, as they stopped giving priest party buff after level 6. But even after WM, I think the probelm still exists.
Solution is simple : giving the three other support class (Paladin, Druid and Chanter) party buff (or at least single target buff). I think it was partially done in WM, with chanter buff and druid new support support spell s(even if lvl 7 ones are a bit weak or cumbersome).
So, for me, this point is more a reminder.
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Now I'm going to present my thoughts class by class, with a short desciption, and a few words about what I like, what I don't like and what I think could be a good evolution of the class for PoE 2.
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Fighter
Good old fighter has never been the most original class but this version is quite OK.
They're frontliner, close to unkillable by physical attacks, and constant source of damages.
Their damages output are currently a bit under the shadow of Paladin and Chanter's AoE, but they are still a source of reliable single target DPS.
Fighter is the reliable dude, even if he will rarely be the shinest class.
What I Like : No special crush.
What I don't like : Buffs that gets overriden by priest party-wide versions.
"Take the hit" basically makes you more vulnerable. That's not how tanking is supposed to work.
What could be a good evolution : Fighters are champions. They should be stronger against stronger foes. Confident aim and Triggered Immunity already reflect it, but I think it should be emphasized even more, especially on the offensive side. Foe's defense bypass that would work even against unkillable stuff or maybe accuracy raising when attacking repeatly the same target could be good ideas. "Eventually, the hero will win the day."
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Monk
Monks are basically an alternate version of fighter, less reliable but with more potential. They fill the same role in a party, as frontliner with martial DPS.
I like their original design, even if some can find it counter-intuitive.
Under the right circonstance (which implies being in a difficult battel), they will have awesome single target DPS, recursive Crowd Control and crazy DR.
Never underestimate a monk : I've found them to be among the most dangerous foes (Abbey of the fallen moon is a good exemple).
What I like : The very idea of wounds. It's an original ressource and gameplay.
What I don't like : Fists doing only Crush damages. It's not that bad as you can use weapons. But there should be a talent or ability (a modal maybe) enabling them to use other damage type (maybe with other bonus effects).
What could be agood evolution : Different ways of using the wound mechanic apart spending them (like stacking up for Turning and Iron wheel) or different ways of generating them (some risk&reward stuff).
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Barbarian
Barbarian is about AoE. High level Chanters and Paladin can do this too, but they won't make such great use of special weapons, especially with Crowd Control effects, and interrupts.
And they have Heart of Fury which is probably the deadliest AoE spike when used well.
They also make surprisingly decent tanks.
What I like : Positioning for heart of fury. Playing a Barbarian has never been so tactical.
What I don't like : A bit too much spell-like abilities. Barbarian shouldn't try to be weak wizard debuffers.
What could be a good evolution : More abilities about interrupts. It has good synergy with barbarian current abilities, and could be another card in their deck for single target fights. I can easily imagine barbarian being so fierce that their combat style disturb their foes. Barbarian current abilities are more about debuff than Hard CC, and I believe Interrupt to be in line with this route.
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Paladin
Since the beginning of RPG history, paladin has been looking for his own role outside of being a Fighter/Cleric compromise. It is also the case in PoE, and we all remember how weak they were in 1.0. However, they have been buffed since this time.
Best single target healer, a couple of very good passive support, excellent tank, and a few offensive abilities, paladin is a bit a mix of everything. Very solid class overall now.
Still, players on various forums seem to want a bit more martial power, and I wish they had a bit more unique traits.
Their lore in PoE is excellent by the way.
What I like : Immolation, Flame of Devotion, Sworn ennemy. That really sounds nothing but paladin.
What I don't like : Reinforcing exhortation sounds a bit too much like Priest equivalent. Healing chain is just a 1/encounter lvl ~5 priest spell. If Paladin is supposed to follow the "half-priest" route, could he avoid getting supbar and less varied priest abilities ?
What could be a good evolution : More martial powers. That's what players are praying for. PoE 1 paladin is okay, but now it's time to actually smite Evil/Benevolent/Stoic. Paladin should follow the FoD/Sworn ennemy route for PoE 2 (spike DPS martial abilities, and focus on a particular hated target.)
A bit more unique order traits for orders would be awesome too.
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Rogue
Rogue is meant top single target DPS. And most of the time, they are.
Except that twinned arrow ranger & pet are very close.
Except that shifted druid temporarily more or less equals them.
Basically, they are only a short head above their competitors, and contrary to them they have a single card in their deck.
Out of Boeroer's Sorcerer's apprentice build taking advantages of Deathblows with scrolls (https://forums.obsidian.net/topic/86156-class-build-the-sorcerers-apprentice-twisted-sneaky-dps-scroll-user/), there is not much more you can do with a Rogue.
Rogues are certainly not bad but they should be given a bit more love.
What I like : Sneak attack (and deathblow) is an interesting mechanic. It require a bit of micromanagement, but it is playable.
What I don't like : The tricky part of the old CRPG rogue is not so well implemented. Backstab and invisibility are circonstancial and that's ok, but they are also not that much rewarding.
What could be a good evolution : More invibility. More deadly tricks. More "Risk&Reward" extra DPS. More dirty things to win against all odds. Rogue is not supposed to be a straightforward DPS.
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Ranger
Ranger and his/her pet !
Some don't like the pet, but it's what make Ranger an unique class. You have 2 characters for the price of 1, which make them basically the best "summoners".
They also have lots of interesting ranged possibility, especially driving flight, and nice recursive crowd control effects with their stunning shots.
Their single target DPS is close from rogue's due to Twin arrows, and they can do it from distance.
A really reliable and complete martial class.
What I like : A specialized ranged class that can be build efficiently for melee : you loose a few ranged tricks, but this build clearly has its use. That a very balanced design in my opinion.
What I don't like : Some pets (bear and lion) have lower base attack speed, with no additional bonus (all pets get exactly 1 special, none seems much better to compensate for 33% less DPS). Check this thread. https://forums.obsidian.net/topic/86684-mechanics-the-big-attack-speed-conundrum/
I guess it is not that weel known by casual gamers but lion and bear are actually a bit gimped.
What could be a good evolution : More love for arbalests and crossbows. Even more love for gunpowder ! Nothing special, I find this class really fitting in its current design.
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Cipher
"I'm a new player, I want an awesome class who can cast spells and fight. What do you advise me ?
- Cipher"
Cipher is PoE's soul, and they can drink yours by slapping your face.
Everyone loves cipher. Cipher is a success.
Reliable source of DPS, from range or melee, excellent crowd control (probably even better than wizard against single target) and a few endgame abilities that can turn the tides of a battle (defensive mindweb).
Their ressources are limited and they are quite fragile, so they are not even overpowered (well... in 3.03 at least.)
Good job, Obsidian.
What I like : Fast mind control. Priceless. It really has an edge over wizard's AoE CC. Mindweb deserves a special mention as a strange but terribly efficient spell.
What I don't like : Sometimes useless in Boss Battle. Cipher could get a talent to (slowly) regenerate their focus when they face hard-to-hit foes. Maybe a high level one. Not necessarily a primary source of focus, just a mitigation for when winter comes.
What could be a good evolution : Possession. I want to be like Thaos.
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Chanter
The most ambitious class design in PoE. Two kind of spells, passive and active. And a standard position on the frontline rarely seen for casters.
Chanters have spells with complicated name that you'll have trouble to remember.
So you'll end up using mostly the same ones.
Have you ever tried Dragon Trashed ? If yes, you should know that chanter can be build as the most efficient and convenient AoE damage dealer (I had 2 chanters in my last party. They were my top #1 and #2 killers, )
And that's the problem. They are supposed to be versatile, but their spellbook is so weirdly balanced that you'll end up using Dragon Trashed (and a few others) most of the time
Don't get me wrong. Chanter is an awesome idea. It is the first class I played in the game because they looked so cool and fresh.
Their implementation is however a bit lacking, for following reasons :
- Circonstancial spells are ok, but they should have more raw power. What's the point of +10 Def against disengagement, when you'll get +10 Def at next level... The anti-beast song is however excellent.
- Protection spells are not enough straight forward. Take the example of the Invocation against paralysis : what you'll need usually is to have it from the beginning of the fight. Getting it after 15s+ is worthless. So you'll end up using scrolls or priest. Protection chant against mind-control is okayish, but again, for important battle, you'll want immunity.
- Invocation are slow. Less than before brisk limitation, but still. It's a shame you can't use half of your abilities at least 1 per battle... (also because Dragon Trashed will liquify most stuff before this point)
- Their buff are not so good compared to priest one's. (Fire lash chant is quite good)
Because of the mere awesomeness of Dragon Trashed (and a few other utilities), chanter is currently a balanced class compared to others. But in my opinion, their abilities need a bit of rework.
What I like : Two kind of spells ! Casters with armors ! So many cool spells from body explosion to summons and paralysis cones.
What I don't like : Weird protection spells, weak buff compared to spells. Weird ability balance overall.
What could be a good evolution : Chanter lacks talent. Chanter rarely casts invocation. How to solve both ? Create a few (high level ?) talents enabling casting invocation a bit more often.
Like a "wutherstrike" generating Phrases with a full attack (tribute pun intended)
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Priest
Extremely versatile caster. Strongest support, strongest buffers, best AoE healer and even strong AoE damage dealer.
It's hard to argue against priest being good.
Maybe even a bit too strong as buffers.
I've complained a lot on priest threat upon balance in this thread, but that does not mean I don't like the class.
Priest ar OK as they are. Maybe just a little too much OK.
What I like : The airstrike you get at level 13 : Fire storm. It's unique because it's big.
What I don't like : Radiance and Interdiction are just additional "spells". I would have enjoyed other mechanics (passive, modal, aura, etc...).
What could be a good evolution : Having a priest of each of the 11 gods (or even "atheist/agnostic priests" to please everyone) would be nice. And a few more deity-specific spells too.
Priest just needs a bit more fluff.
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Wizard
Wizard are the best AoE controller, crazy AoE damage dealers, "not fair" self buffer.
You can even make them into tanks.
You can do everything with a wizard, maybe not everything at once, but that's their only (little) weakness.
Their memorization mechanic gives them a bit of CRPG traditionalist fluff. I like this.
What I like : Summoning Citzal lance. Charge ! Wall of many colors is fun and potent too.
What I don't like : No special complaint.
What could be a good evolution : Everyone remembers the old "meta-magic" spells like time stop, contingency, spell sequencer. I hope that high level spells could be of this transcending nature, rather than more multi-fireball.
Enabling creation of your own unique spells, even if it's complicated to implement and balance, could be one of the nicest possible feature for a wizard.
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Druid
Nature is beautiful. Nature is deadly.
That's a good summary for druids in PoE.
Druid used to be even better at damage dealing than wizard before WM. Oddly, their level 7 and 8 spells have evolved for more summons, supports and spellswordiness (avenging storm). And except avenging storm, these spells are weird, and not so efficient.
On the opposite, spiritshift has become far stronger. So now, druids are casters who can bash trash with an incredible level of efficiency.
Druids are often said to be the weakest of the 3 vancian casters. Less good than wizard at CC and AoE damages. Less good than priest at support and heal. But Druid are still an excellent compromis with a few tricks of their own, noticeably the deadly Relentless storm, the reason why circling a druid is pointless.
And honnestly, I'm fond of their lore, esthetic and... bashing abilities.
What I like : Venombloom. Storm spells. Bugs. Stoning. Spells for the 4 seasons.
All these spells sounds so druidic, and they are efficient and original at the same time !
What I don't like : Level 7 spells : why so much hate ? Why Nature's bounty has to be so complicated tu use, why not just a direct buff ?
And random summon are really annoying to use (this one is also applicable to lvl 2, 4, 6 blights).
What could be a good evolution : More support spells, especially buff, to avoid priest being too necessary in a party. Spellswords spell like avenging stom with original mechanics are fun too.
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(As a final note, I would personally appreciate more kits, more "multiclass" options, more specialization etc... but I think it's another debate and there have been other threads about this like this one :
https://forums.obsidian.net/topic/84232-multiclassing-ideas/
So I won't discuss it here.)