Disclaimer:
I'll attempt to suggest QoL improvements, especially for low levels. You might not agree with them, though this is my opinion on the trees.
I'll only touch classes I actively play, as I don't have much experience with the others.
I'll attempt to suggest removal of unwanted passives/skills on the way to good ones. I see no reason to waste 2-3-4 skill points just to get to one good passive/skill.
As a general theme, don't gate passives behind skills. Make it the other way around, gate skills behind relevant passives.
My general gripe with the classes atm is that most of them are useless at level 1, and playing them after promoting is a pain in the arse (please excuse my french).
Warriors:
Katari:
Overall, he's in pretty good shape, though damage is a bit lackluster. I guess it's a trade-off for his tankiness.
- I'd suggest swapping Block and Slash for Mighty Blow as his 2nd starting skill, as Block and Slash is not always taken in every build. Simply swap them with places. This should also improve his lvl 1 experience and provide more usefulness at low levels.
- Swap "It'll cost you" with" Bear Mauls the Wolves" with places. The damage returned isn't always preferred, while the flanking immunity is very useful in most situations.
- Biggest Threat/To the Death & Challenge/Cutting words: move the skills behind the passives, and let the passives be accessible without having to take 2 taunts when you only need 1. This would make picking a taunt with these 2 passives much more relevant and attractive.
- War Horn could be moved up the tree, being accessible at earlier levels.
- Possible increase on the burn damage and aoe of Eartshattering Strike.
Reaver:
Lots of useless points wasted to get to DR/Flow of Battle. With the current build I'm playing (DR/WH/Rampage/ Devour or Mighty blow), I have to waste several points on skills/passives that I'm not interested in. They should be made optional instead of mandatory, as they're highly situational.
- Make Dragon Rage her starting skill, swap it with Mighty Blow perhaps. Not everyone uses Mighty Blow. (not sure about the balance implications, but my guess is it shouldn't affect it at all, as the current placement on dragon rage simply delays her power spike by 7-8 levels).
- Remove Clear a Path, Coup the Grace and Ring of pain from the tree highway. Move them to the side so they are an option instead of mandatory. All of them are highly situational, let us decide when/if to pick them up or not. Afaik, Clear a path does not work with DR, so it's useless
- Add the Armor pen passive, as the katari has it. Might make her be even more op, but i'm not a master of balancing chars in DA:I MP.
- Possible suggestion on Ring of pain: the current stamina drain per second is unreasonable, as the cost negates the benefits of RoP: reduced CD od devour. With the current drain, devour is unusable as often, as you dont have the stamina for it. Make it drain health instead(% hp per second). Amount is up to you. The cost would be negated by rampage, but it would be more appropriate as cost vs reward issue.
- Rampage: this is more of a bug, but worth mentioning: rampage most of the time bugs out and returns no health on hit, which makes it ridiculously difficult to survive.
- Move Shield breaker/Bear Mauls the Wolves and Guard smasher up the tree so they are more accessible. They are attractive options for me personally, and I'd like to have them earlier on.
- She desperately needs a gap closer, as she lacks one compared to the other 2 two-handed warriors. Possibly add Furious Blows from the Avaar skill tree, which would make her more mobile on the battlefield.
Templar:
Her wombo combo requires lvl 9 minimum, which means we have to autoattack our way through at least 1 match before we can actually play her. Same applies for Payback Strike/Shield Bash, you still have to autoattack for a whole match before you can actually do something.
- Move Spell purge/ Wrath of Heaven up the tree. Possible swap the places with Shield bash/Payback strike. It is a powerful combo, true, but the drawback is the high cooldown/stamina cost to perform it. Also sad that it does not work on bosses, which makes the templar useless against dragons in particular. I realise the stun might be overpowered on certain bosses, but at least let it place a "mark" that can be still detonated, without actually stunning the boss/stun immune units. Just a general thought.
- Dont gate Untouchable Defense behind Combat Roll. Skill points are precious on templar, due to the amount of useful passives in her tree. Don't make us waste those points please.
- Give her a damaging starting skill at level 1. Every single class has one except her (even lego has one). Possibly shield bash/payback strike. All you can do as templar at level 1 is autoattack and turtle behind shield wall.
Avaar:
Overall, he's in good shape. On perilous, he's a walking ball of aoe. On nightmare, not so much, as a lot of units are immune to one of his elements.
The tree is okay, though I'd prefer to see an armor passive added to him. Avaar/Zither/Izzy look like there's been a lot of thought put behind them, compared to the other characters. Not a lot of useless passives, several options for everyone.
- Possibly increase the area of effect of Korth's Might as a QoL suggestion.
- Move It'll Cost You/Resilience away from the way to Bear Mauls the Wolves/Chilled Defense. Make them optional instead of mandatory.
- He also has a noticeable lack of passives, as most of his tree is filled with active skills.
Mages:
Keeper:
She is an excellent support, as she brings lots of utility for NM (Static cage+Disruption field). She feels useless in perilous, as she depends entirely on her team to do damage (chain lighting is terrible by itself, and Energy barrage is usually too prohibitive to get, requires too many skillpoints to get to.) Add another or a few more damaging skills to her tree if players decide to go that route. She has plenty of utility, but lacks in the damage
- Group up the barrier passives, so we can access them all if we decide to go all in with barrier.
- Move gathering storm between the barrier passives, so she can cast barriers more often.
- Increase the AOE on barrier, so we dont have to press f4 for everyone to group up, barrier them and then spread out to do whatever they do. (QoL improvement).
- Give her a reliable way to make use of the weakening passives she has. Veilstrike is clunky and has a very high cooldown for what it does. I would use veilstrike on a full support Keeper (Static Cage/Disruption Field/Barrier), but sadly there aren;t enough skillpoints to do that.
Necromancer:
Terrible leveling experience until she gets walking bomb, and even after that, meh. Squishiest of the mages, as she's the only one that has no barrier, and her squishiness is unwarranted in my opinion. Yes she does have a lot of CC to make up for it, but it's difficult to pull off a proper virulence combo, especially in NM.
- Allow virulence to proc on enemy death instead of a kill performed by the necro. On perilous, most of the stuff gets 1 shotted, and on NM, it's almost impossible to steal a kill from a reaver/rogues. Not sure about the balance implications, but seeing as quite a bunch of enemies are immune to freeze/panic, this might work.
- Give her Stone Fist. Now let me explain. The large majority of her damage is a DoT (Wb/Horror/Blizzard), etc. If possible, seeing as Izzy got a special upgrade on her Flank attack, make the upgraded SF detonate the current dots on all the targets she hits with SF instead of weakening. E.G apply WB/Horror, spread the walking bomb dot and detonate it with SF, doing the damage that the dots would have done till they expired. Obviously the dots would be removed in the process on the targets. SF would fit in with her spirit damage theme, and would give her more control on the damage she does. This should transform her into the reaver of mages (lots of damage, very squishy, similar to reaver- only warrior with no guard generation)
- Reduce the cost of blizzard to make it sustainable, and possibly increase aoe, similar to firestorm. Firestorm only has an initial cost and can be sustained infinitely with proper Flashpoint management. She should be able to do the same.
- Make Walking bomb starting skill instead of winter's grasp. She's horrible to play at level 1.
AW:
Oh, where do I start. With the nerf to barrier amount, AW lost his OP-ness. What he is right now is a mage with decent utility and zero damage. This might be inappropriate for this topic, but I'll give it a shot either way. My suggestion: separate the trees, giving us 2 options on how to play him: either ranged mage damage dealer with his Fade Shield, or a melee damage dealer similar to the other 2H warriors, which would make him an unique class among the others.
Melee tree:
- Spirit Blade: needs more damage. should be able to do similar damage to the warrior's autoattack. SB crits for 500-ish for me with the dragon staff (no hakkon weapons yet), while katari/reaver/avaar crit for 1k+ with their autoattacks. The Issue with SB is that it's animation cannot be reset, while the autoattack on a 2handed can be. The damage bump on SB should reflect that. The upgrade on SB could give guard on hit similar to katari instead of reflecting projectiles.
- He already has armor passives, which would make him suitable for melee. His base armor is lower, as he's a mage. Let spellsword be able to stack to 3, so it compensates for the lower base armor. It should make him get in line with other warriors.
- Move Fade Shield away from the armor passives, possibly place it in the 2nd part of his tree, together with his ranged damage abilities.
- Make PotA more accessible for the melee tree.
- Add Clean Burn passive so his SB attacks reduce cd's on other skills, would be equivalent to Flow of Battle.
- Instead of Peaceful Aura, add Biggest threat.
- Flashfire/Blinding terror don;t make sense at all in his entire tree.
- Make Fade Shield inaccessible for Cilian if players decide to go melee. Possibly placing it at the bottom of the other part of the tree. Another option would be adding Chaotic focus between the melee passives, so even if they sacrifice points and get FS, each time SB is used would remove half of his current barrier. This should also sinergise with barrier classes, increasing his damage on SB. This would be equivalent to a cross class combo-detonation, as SB is not a detonator ( do more damage basically); has to be balanced around zither though.
Ranged mage:
He is performing the role of a ranged mage at the moment, although the damage is lackluster.
- He could use Unsullied Victim/ Overwhelming Force to compensate for the damage.
- Boost the damage bonus on Twisting Veil, though he is not the only one with this passive.
- Although the keeper has Static Cage trademarked, it would make sense on him. Leave PotA for the melee tree, Static Cage for the ranged tree.
- Move Fade Shield, Strength of Spirits and Guardian spirit at the bottom of this tree, so it's accessibility is reduced for melee AWs.
Rogues
Assassin:
4 levels before she becomes somewhat playable - " I Was Never Here". This is a mandatory passive for her, and the only good passive on the way is Dance of Death.
- Move "I Was Never Here" right below stealth. This should make her easier to play at lower levels.
- As Pork suggested - Mark of Death.
- Cull The Herd - awesome passive, except when it's not. Finding an isolated target is not that easy, especially in NM where you get swarmed. This should work as a flanking bonus instead of hunting for isolated targets. Lore-wise, yes, this makes sense. Gameplay-wise - not so much.
- Mercy Killing - move to the side, highly situational. She cannot cause panic, plus panicked targets run like mad, which makes landing twin fangs impossible. This is also made redundant by Knife in the Shadows. She should be always stealthed, popping up to kill something and going back to stealth. This passive already guarantees critical hits. Plus both of these are made redundant by lots of cunning promotions.
- Move bloodied prey/throatcutter on the highway, and move unforgiving chain to the side. Unforgiving chain- see above.
- Reduce the cooldown of Hidden blades. A single target skill with such a long cooldown loses value when you constantly get swarmed by enemies. 32 seconds is a lot of time to wait before you can kill a single target.
Archer:
Probably the highest dps of all the ranged characters, he's in a good spot. Squishy, but he deserves it.
- Swap caltrops with something more useful, like leaping shot. Caltrops is a waste on him for 95% of the cases.
- He currently needs level 9 to become the Longshot machinegun he is designed to be. Move Dance of Death/Looked like it hurt and Opportunity Knocks closer to his starting abilities. He needs both the stamina and the cooldown reduction in order to function properly.
- Move Cripple to the side, as it's highly situational. It would be more suited for melee rogues compared to the archer. It is never applied when he needs it (when stuff comes to smack him), as the targets are facing him.
Duelist:
- If possible, increase the projectile speed of bolt so it's more reliable at marking targets with an angular velocity.
- Swashbuckle - great idea, terrible to use. Unless the target is completely stationary, this skill can miss one to all hits before it's completed if the target moves. This is especially annoying on dragons, cause they tend to move their legs a lot. It needs to hit more reliably to be worthwhile to use, otherwise you just wasted 3-4 coins for zero gain, which opens her up to getting destroyed by pretty much anything.
- She could use the armor penetration passives, as daggers suffer the most from high base armor.