The jump for certain classes are definitely noticeable,I find this to be true particularly for the katari because the guard he generates from charging bull is negated by how fast he can lose it, especially if he gets hit from behind.
If.
I've seen Drasca solo perilous zone 5 with a katari while the rest of us watched from the fade. Combat rolls! Combat rolls everywhere!
There's actually very little unavoidable damage in the game. The degree of risk & difficulty avoiding the damage varies greatly, but can be managed with strategy, teamwork, and skill.
There's a lot of sour grapes when it comes to melee because they are validly the hardest kits in the game. However, people that don't know better, and refuse to acknowledge there's more, can't get better. They're at the lowest stage of incompetence "Unconscious incompetence The individual does not understand or know how to do something and does not necessarily recognize the deficit. They may deny the usefulness of the skill".
Thus idiots that don't play warriors seriously never get better, and don't recognize the value in it-- in part because there high barrier to entry requiring some gear and skill in order to pwn perilous with it. Kjuberan's already demonstrated solo Katari. I make claims of solo-reaver of multiple zones, and I welcome players that want to watch (as I'm too lazy to make my own videos).
ThirdRace is very smart and very respected in my book but even he falls to this trap. Constitution useless? Not the case when I accidently ate a RTC jump-slam that would've killed another assassin (or the thousands of other clutch situations I survived when another would not). Higher defense also allows more aggressive offense for the player able to take advantage of it. Each promoted stat actually affects each kit differently, to the point where analyzing just how much is a lot of work even I haven't completely figured out. For example, willpower is near useless for Archers Long Shot, but excellent for the Leaping shot, because the added AP doesn't multiply with the Bonus Damage of Archer's Lance. Critical damage does however, so a higher chance is better in general-- but with the right builds you're guaranteed crits. Constitution is not as useful for AW's, but the melee defense is still active with barrier, so still allows for a more aggressive AW playstyle shrugging off hits with and without barrier. The crit chance however is extremely marginal and diminishing rate of return for AW's as fewer skills can crit there.
I was talking to one guy on xbone that said his will power was over 100 but he had never played any warriors so his constitution was nill. Had promoted AW about 50 and other mages about 20-30 times. He basically said, there was no reason to play any other class because mages are too good and can do it all. He's just an example of how unbalanced and dependent some classes/ abilities become, and plenty of complaints of how underwhelming other characters are.
because right now the game gets too boring when it all boils down to barrier upkeep for a successful extraction. It literally turns the hardest difficulty into a snoozefest, and teamwork becomes who casts barriers on the group. That isn't teamwork but remedial coordination.
Yeah some characters are underwhelming, but sometimes the person at fault is the player in the chair, not the character. You could always blame the designer, but that usually doesn't get anywhere unless you're the person actually making or bankrolling the game (with hundreds of thousands to millions of dollars).
WP Xbone player is a noob. If we were to compare epeens, I currently have over 110 WP, 80 con and 50-60 cunning in promoted stats, not including armor and weapon upgrades, gear, etc. I do like mages, but I love warriors a lot, and had high constitution long before I had high willpower. I think I had 50 con before I had even 30 willpower, let alone 20 cunning.
More importantly, you don't need barrier to win. I'm the first to argue AoE CC over Barrier for first cast (as evidenced in the Ele threads), and for more coordinated teamwork for efficient playthrough and extractions. Controlling the situation means the enemy won't be doing damage, or do limited damage against your party, let alone interrupting your team DPS (barrier still lets stuns, knockdowns, etc through).
Some of my favorite games have been without barrier playing as an assassin or katari while a legionaire taunts enemies, and we destroy all the mobs with hammer and anvil tactics.
Arguing for this has also made me unpopular amongst noobs. I've both kicked players and been kicked from players that don't want to do better. I don't want to be around players that aren't willing to learn and practice better.
Also, if anyone has a superior Hunter or Alchemist build that's super teamwork synergistic, I want to see it explained and demonstrated. I like most of the kits to a high degree, but these two are my least favorite thus far and I want to know how to do it better (and I haven't seen it done well enough yet).