OK so I was taking the survey and my internet session crashed as I was answering the questions on classes. As it will not let me back in and customer support cannot reset my ID so I can try again. They said to please post it here.
Here goes
Right now the Rogue and Monk are the winners in abilities
The gaming style that is getting the most attention on the boards is smash the door kill the monster (what is my avg damage per round) our games are more stealth and utility encounter based.
To this end Rogues score big wizards and clerics are reduced in utility abilities as spell selection and numbers per day are reduced from older editions and fighters really really need help.
Across the board up the number of starting skills to like 6 or 8.
Cleric:
First - Please do away with AT will and go back to 3.5 for numbers per day including stat bonus.
If cantrips are to stay as ‘at will’ then damage cantrips should be toned done Short range 30’, and 1d6/1d8 damage max. Damage should be equal to a common weapon hit at best.
More starting cantrips
The turning of Undead should be open to more clerics it is an Iconic feature.
If the Light bringer is to give up armor the reaction attack need a + to hit.
Neutral and Good clerics of the Reaper should have turn not rebuke undead. Thinking Kelemvor as a prime example.
Fighter:
Some fighter options or busting of existing ones for diplomacy, camp craft and leadership
Add another maneuver at 6th level so (1,2,4,6,8,10)
Monk:
The monks immunities should be toned down to resistances or advantages
Rogue:
Please some scaling back in Martial damage dice and Martial damage bonus. Better or equal to the clerics progression.
Wizard:
First - Please do away with AT will and go back to 3.5 for numbers per day including stat bonus.
If cantrips are to stay as ‘at will’ then damage cantrips should be toned done Short range 30’, and 1d6/1d8 damage max. Damage should be equal to a common weapon hit at best.
More starting Cantrips
Ray of Frost could be just reduced to the reduction in movement effect keeping the 50’ range or reduced in effect as above.
If you look at adventuring in 5 wide categories
1 on 1 combat
Party on mass combat
Other Diplomacy/Interpersonal
Other Stealth/Recon
Other Buff/Healing/Utility
The groups I play with like the general classes to have lead roles in 2, average roles in 1 and support roles in 2.
Class 1on1 Mass Diplo Stealth Utility
Cleric Average Support Leader Support Leader
Fighter Leader Average Leader Support Support
Monk Leader Average Support Leader Support
Rogue Average Support Support Leader Leader
Wizard Average Leader Support Support Leader
We don't use the word ‘poor’ as someone will always see that as a slight against them or their favorite class.
Backgrounds, and Specialties allow the player to adjust those general roles.
Sub-Classes: (Barbarians, Druids, Paladins, Rangers, Sorcerers) could be fitted to the chart as well.
I did not even get to see the rest of the survey...