EDIT: For those that saw this post earlier, I completely removed Skill from the class scoring system as it was too vague and had nothing to do with the classes themselves. Investment was renamed Farming and I added (built in) Nerfs/Debuffs to better differentiate what was lowering a classes score. Everything gets scored pretty accurately now. After ranking 3 areas for each class; Power, Utility and Balancing (Farming and Debuffs/Nerfs.)I decided to offer suggestions that would bring the lowest scoring classes a bit of relevance. More info on the AQR in my signature under 'ClassScaling'. Given these classes reputation there is virtually nobody to upset with the changes going forward, so without further ado: (Slightly Offtopic) Bandages and Stims are commonplace for good reason in many games and either of these additions would add a bit of healthy reward for skilled players. Either give all players a health potion after getting a kill streak or only give it to Vampire, Berserker and Robinhood. Additionally, add a refilling health potion to replace the spawn kit HP pots, as disengaging a fight at low HP should be rewarded for less mobile classes. Vampire is admittedly a harder fix because of the classes name. Give up on the Day/Night mechanic of Vampire. It's purely form over function and it's terrible. Anything from revealing enemy teams resources to cursing their lands to increase their ores respawn times would do. My suggestion is allow it to curse other players with Sanguine (Bad Luck) which reduces their critical damage and arrow velocity. EDIT: You could decide to implement racials like human, elf, vampire etc. Probably a better idea than class and subclass as this would just give you a few small adjustments to team comp and build. Maybe each team has a race? Maybe teams vote on their race? Reduce the penalties for death on Berserker and Robinhood while playing them, remove the death penalty while not playing them. These are likely the first steps to having them see legitimate play. EDIT: Add cutoff points that act as the new floor for farming kills à la "Who wants to be a Millionaire." EDIT: If the penalties are not changed, at least change it so getting killed while not worth sbxp does not decrease class effects. Spawn killing a Berserker or Robinhood should NOT reduce their effectiveness. Give Berserker an ability called Blind Rage that resets their horizontal velocity to zero when hit. It doesn't ignore knockback, it just shrugs it off. While in a Blind Rage give resistance 1, speed 1 and heal 1 heart per kill obviously subject to respawn rules. I personally think it would look cool during Blind Rage if they were blind and all enemies had the glowing effect (while still allowing them to sprint and crit despite the blindness.) Give Robinhood a KB sword in their starting kit. Make Robinhood's entire set of gear level up with them. Custom enchantments / unenchantable variants are encouraged. This INTERACTABLE CHART will update every 5 minutes as changes are made. This does not mean that it has been necessarily updated.P.S. If you would like to critique the 'ClassScaling' sheet, right click a cell and make a comment. I can track these and resolve them later.