Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.
So much information missing from the analysis.
- You label wizards and sorcerers as having no healing, which discounts both warforged with Reconstruct, and Palemasters.
- You label wizards as being decent with locks, but sorcerers not at all, yet both have the same access to Knock, and both can get similar DCs with the spell.
- Sorcerer saves are terrible.
- Wizard saves are also terrible, unless they pick up Insightful Reflexes (which they should). Plus, being a PM negates many worrisome Will and Fort saves, which combined should definitely put them on better footing than sorcerers (and several other classes). The breakdown here is especially puzzling, since rangers are shown to have worse saves than wizards and sorcerers, yet they have 2 good saves (Fort/Refl vs. just Will), have Freedom of Movement, which negates many of the most problematic Will-based spells, and have Evasion.
- Your defense analysis ignores things like access to Displacement (wizards and sorcerers), Pale Master immunities, and the incredible boost to survivability gained by not having to stand still when killing stuff (all casters).
- There isn't enough differentiation in scale, as, for example, paladins should exhibit better self-healing than rangers, due to having Lay On Hands, class-based healing amp enhancements, and access to Cure Light Wounds (for wands, at least) for earlier healing than rangers get.
- You do not account for crowd control at all, except to boost bards' defense assuming Fascinate.
- You do not account for area of effect damage at all. Both AoE DPS and CC play a significant role in soloability. Clerics and favored souls owe much of their strength in this area to their having Blade Barrier, which allows them to destroy many creatures for a low cost, and do so without having to stop moving.
Ultimately, your conclusions are ludicrously bad, with sorcerers and wizards falling well behind everyone but barbarians and fighters! Seriously? Your process should have begun with an assessment of which classes have typically been strong soloists in DDO, and then sought to figure out why, maybe shedding some light on some undervalued class.
If my judgment seems harsh (it shouldn't if you were truly concerned with presenting a thoughtful, valuable bit of information), it's because I was genuinely interested to see such a breakdown, and was disappointed to see so many glaring omissions. Not to mention, if one Turbine employee is reading this, and apparently placing some value on it, there's a risk of other Turbine employees doing the same, and perpetuating their own faulty impressions of where class balance stands in DDO.
There are so many ways to not have agro.
summon a monster and use diplo to dump agro onto them
summon a hire and sneak, they will get the argo, if you manage to pull it, hit diplo
run down a hall collecting a bunch of mobs, much as a wizard or sorc would do it, but instead of casting firewall and dancing around, you cast glitterdust (everything that follows you inside becomes blind with no saving throw) and melee inside it. If you lead the mobs into a trap first, this is even more effective
splashing monk and use wraps with stunning fist.
If you are not getting sneak dice because of agro problems, the problem exists between the keyboard and the chair.
Most of that doesn't come standard with the class, so may have been outside of assumptions of this thread's analysis (as poor as that was anyway).
Neither Bluff nor Diplo last long enough to keep SA going all the time, and I find that most summons/hirelings die rather swiftly if you shed aggro onto them in anything resembling challenging content.
Unless there is a bug in place, Glitterdust allows a Will save to negate the blindness effect, which means scrolls are going to stop being useful after only a few levels.
Finally, Stunning Blow on a pure rogue won't have a high enough DC for a lot of quests.
Oh, and splashing anything is, again, outside the scope of the discussion.
The analysis appears to be about the generalisation of what a class can do as base, rather than what it can do with specific specialisations or gear (e.g. not every rogue will have RadII easily available). It is what you can do as a base without going down specifics that get around problems, as if you start including specifics then it will get so unbelievably complex that it'd be pointless to even try.
In the end, I think the biggest issue is probably one of playstyle - everyone has classes they are better at playing than others, so even were all the classes utterly balanced for soloing up, most would find some of them easier than others.
Improved Deception and bluff work on all mobs, including red and purple named ones, and not only do they let the rogue deal SA damage (increased offense), they also make the mobs turn around for a short time during which they cannot attack (increased defense).
On my rogue I have imp. dec. on both a weapon and an accessory (according to what I have read they stack in this configuration), and the effect procs so often that I rarely have to hit my Bluff hotkey.
Sure, not all wizards have good self healing, but there are very few non-WF wizards who don't have enough PM to heal themselves, especially now with the way trees are set-up.
This could have been about a class' potential. Monks have potentially mediocre healing. Wizards have potentially very good healing. Sorcerers have potentially good healing (plus, they are well set-up for UMD). Fighters have no healing. Rogues have potentially mediocre healing (scrolls via UMD, a class feature).
And if this is all about ignoring specifics...how the hell do wizards and sorcerers get listed as having good saves? They have poor Fort and Refl, no reason to invest in Dex on a wizard...their Con is good, maybe, but not so much so that you'd call their Fort good, and they have no reason to invest in Wis, so even with a good base Will save, the end result is still rather poor.
Having played several druid lives, I have to say they are quite possibly my favorite solo class, especially in heroic levels once you have a druid life or two under your belt. So it would not surprise me that they are ranked high on the list. But I do agree with others who have been pointing out the ways that sorcerers and wizards can self-heal. Sorcerers are good with UMD, even if they aren't warforged. Wizards have the option of self-healing through warforged race or pale master. And either can be a halfling with the dragonmark of healing, which is easier to fit on a wizard, especially now that it only requires a single feat.
At the very least, the poster admitted this was largely opinionated, and admitted not taking into account multiclass builds. Overall, I thought this was a great break-down of common pure builds.
Don't get me wrong, I like Wholeness, but if I were evaluating classes, I wouldn't count that as a plus in the Healing column. Fist of Light and the Lightx3 finisher, yeah, but not Wholeness.
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