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Low Tier Letdown / Realm of the Mad God

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    Classes 
  • The Assassin is possibly the worst offender of the bunch, to the point where it's been confirmed that he's being reworked sometime in the near future. His middling stats and average damage potential as a dagger class are one thing, but his Poison ability is a decently damaging wide-area bomb that deals Damage Over Time which bypasses invincibility and defense...but suffers from being extremely slow to land, dealing its damage very slowly compared to other instant abilities, and costing an absurd amount of MP to throw, making them possibly some of the least efficient and most unwieldly damage abilities in the entire game. Assassin's untiered abilities do little to salvage this either, with nearly every single one of them inheriting the weaknesses of the tiered poisons.
    • In 2022, Assassin received a rework which buffed his MP, ATT and SPD while rebalancing his poisons, most notably increasing their ability to scale with his stats and letting them apply a Damage-Increasing Debuff onto enemies hit, allowing him to hit much harder with his dagger if he poisons the enemy first, while turning the damage over time into more of a bonus. However, despite being able to fight more effectively as a result, Assassin still tends to be overshadowed by other classes, due to the relative weakness of daggers as a weapon not synergizing well with a purely offensive skillset in spite of the buffs, as opposed to a Trickster who has the utility of her Prism, and other classes that can generally output way more damage.
  • Historically, Sorcerers have seen little use ever since the day of their release. This is because of their subpar DPS compared to their robed peers combined with an ability that has decent crowd-clearing abilities at the cost of abysmal single-target damage. Not helping is the fact that there are very few viable options for Scepters, with the most powerful Scepter of Devastation still being a drop from a relatively midgame dungeon, while pretty much every other class has an endgame UT option. Although they're very strong all-rounders (in particular having an absurdly high 75 VIT), they get outshined in pretty much all of strengths - their damage output is beaten by Wizards and Necros, their survivability and range is surpassed by Priest, and so on. Just as the buffs to WIS Modifiers and Vital Combat gave the possibility of salvaging him, his niche of being an extremely long-ranged damage dealer was then taken by the Summoner, who is able to do everything a Sorcerer can but better in pretty much every way.
    • In 2022, Sorcerer recieved a rework that buffed his offensive stats (giving him a very high 75/65 offensive spread, putting him right behind the Wizard in terms of Robe classes) and rebalanced all his Scepters, most notably giving them the Shockblast ability that turns the target into a source of armor piercing AoE damage for the next few seconds, greatly increasing his ability to cause both single-target and area damage with a single button press. Combined with the Summoner's most powerful weapon (the Incubation Mace) being nerfed, Sorcerer finally cemented his position as a long-ranged damage dealer alongside the Summoner instead of severely lagging behind, and is doing far better nowadays than he was before.
  • Huntress, despite being identical to Archer in every way but their abilities, is often considered worse than him. This is because while the Archer's Quiver is a fast, precise shot that can completely immobilize a non-immune enemy while dealing good damage, the Huntress' Trap is a slow, lobbed AoE projectile that only Slows enemies (unless you're using the Coral Venom Trap), only dealing marginally more damage while costing far more MP. While it has its uses for crowd clearing, they're basically only useful on basic Mooks at best; not to mention Huntress's basic attack is already very good at clearing out enemies. Not helping is the fact that unlike Archer, Huntress has few UT traps that cover the weaknesses of her tiered ones, with concerningly few DPS-oriented Traps that tend to be locked behind endgame dungeons, like the Rain Maker.
  • Rogue. While historically good for solo content due to his invisibility, Rogue completely falls apart in a group setting, where said invisibility is rendered useless because of other people drawing enemy fire, thus making the enemy fire in his direction regardless of whether or not he's cloaked or not. And this isn't including the introduction of bosses who fire their Bullet Hell regardless of whether or not you're cloaked. Once his invisibility is neutered, Rogues often find themselves unable to offer anything else in a group, which they more often than not become deadweights. While they do have a niche for rushing, a skilled Trickster is capable of doing anything a Rogue can and more.

    Weapons 

Staves

  • The Staff of Eruption has the highest damage per shot of any staff in the game, but this is severely crippled by its incredibly slow fire rate and significantly shortened range. This basically relegates it to a close-combat staff, in a game where nearly every other UT staff designed for close combat deals much more damage than it. To make matters worse, it's a rare drop from Shaitan, a boss players seldom even fight in the first place.

Bows

  • Although the opposite of UT/ST items, Tiered Bows are almost universally considered weaker than their Untiered variants because of their low damage per hit (making them especially weak against high-DEF enemies) and Spread Shot needing the user to essentially be within melee range to deal full damage, ruining the purpose of playing a ranged class in the first place. Most of the UT items available for bow classes can deal full damage at longer ranges or offer higher close-range damage, outright invalidating all but the highest tiered bows.
    An update in 2022 that reworked Tiered bows mitigated this by by significantly buffing the main shot damage and making the side shots ignore defense, making them capable of more respectable damage at longer range and very heavy damage that doesn't decrease with defense at close range. However, the true range to hit all 3 shots is 4.07 tiles, which a leather class might not want to do.
  • The Resplendent Bow deals significant amounts of damage at a long range, but suffers from a -10 DEX penalty when taking virtually any damage, basically making it a worse Doom Bow unless you can dodge everything, while being a similarly rare drop from an only marginally easier dungeon. The Warmonger has a similar penalty, but has an enormously higher DPS to offset the DEX reduction.

Katanas

  • The Ray Katana rarely sees frequent use due to its large range coming at the cost of significantly lowered damage, even with its bonus 10% fire rate. Not helping is the fact that the Doku no Ken and Celestial Blade have only 1 less tile of range but substantially higher damage output.

    Armor 
  • Candy-Coated Armor's gimmick is that it sacrifices 5 DEX in exchange for 30 DEF, making it the best heavy armor in terms of pure DEF. However, since most melee classes don't have much DEX to lose in the first place (Warrior and Knight have 50 DEX, Samurai and Paladin have 55 DEX, and Kensei has 65 DEX), the DEF loss from a tiered armor becomes increasingly negligible as you move up the tiers. In comparison, T15 Annihilation Armor provides 28 DEF, effectively outclassing it because it's only 2 less DEF with no downsides. Even other UT armors that have less DEF are used over the Candy-Coated Armor, because it doesn't not provide any secondary stats outside of its DEF. To its credit, it isn't particularly hard to obtain.

    Rings 
  • In general, most ST rings are rarely used alone because of their mediocre stats and lack of any secondary abilities to make up for them, with some of them being specifically designed to synergize with the effects of the other parts of the set. You'd be hard pressed to see anyone using them seriously, with most of the rings being delegated to throwaway rings or solely used to activate their set bonus.
  • Any tiered ring that's not an HP ring. HP is the best defensive stat in the game, since bosses and Elite Mooks are more likely to fire a single or a few high-damaging shots instead of a swarm of low-damaging ones. If you're being shot at by a wave of 250 damage bullets, there's a bigger difference in survivability when you have 950 HP instead of 800, as compared to having 40 DEF instead of 30. In addition, HP is the best way to mitigate damage from the Armor-Piercing Attack. It's simply never worth it to sacrifice your HP bonus for something else. The only exception is the T6 ATK and DEX rings, where you can swap them out in a situation when a boss is stunned or staggered, where you're not in any danger.

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