a lot has changed since early access, and while soldier was toned down significantly as a support mastery, it still feels like a decent enough supplementary class for some builds
unfortunately, all of its attacking skills feel horrible. the recent change to the justicar armour is really cool, the only problem is that forcewave is just awful to use. it feels like a worse primal strike with a really awkward hitbox. the set goes a long way towards making it a viable skill, and i’m sure decent builds can be made with it, but the hitbox is just so gross and inelegant. the damage is probably ok, i know it’s nowhere near top tier but it can probably clear all the content without too much trouble. that hitbox is so needlessly terrible though. can you widen the cone or something? or alternatively make it shoot three projectiles (with reduced damage ofc) a la obsidian juggernaut/crown of the winter king.
when i saw eldritch gaze i tried out a blade arc witchblade, but even with 26/16 in blade arc, -100 phys/bleed resist, and a constant stream of 2.43x damage critical hits coming from my 3k+ OA the skill STILL feels average at best. i’ve really never been so disappointed with a build before; the available items and the interplay between the two classes feel conducive to such a build being super potent, but it really just falls flat. please add some flat physical damage or something to the skill while, again, boosting its aoe in some capacity. the target cap is fine, the aoe is just really clunky unless enemies are super tightly packed together. i understand that not everything is going to be as smooth as primal strike, but i don’t understand why an ostensibly aoe-focused skill has such an awkward area of effect.
cadence is also terrible, both ranged and melee. i shouldn’t have to go into too much detail as to why ranged cadence is still the least enjoyable experience you could possibly have playing grim dawn despite the shockingly numerous attempts to make it playable. it needs a complete and total overhaul for ranged. like seriously, i do not think there has been anything except constant complaints about this for as long as it has existed, alongside equal parts frustration and confusion at your inadequate attempts to improve it. the recent change that slipped out in this hotfix is just offensively insufficient.
for melee, it just doesn’t do enough damage. aoe every third hit is awful, especially when you’re using a slow 2-hander (more on this later). give deadly momentum some attack speed or something so people can’t benefit from it as a support mastery, or make it trigger every second hit, i don’t even know. the skill is just so bad. 300% to 325% is not anywhere near enough of a buff.
further, itemization for the class is absolutely abysmal. i have no idea why you have so few good physical damage legendaries (iirc it was kaljurei who made a lengthy and well-reasoned thread about this), or why most of them involve shields in some way. soldier has 2 attacking skills that involve the shield, and they both have cooldowns, so they don’t work as main attacking skills. weapon choices are awful for the class as well. leviathan is literally nothing more than a slightly more damaging stonefist rebuke. why does it even exist? the cold damage is completely irrelevant. why isn’t there a 2h weapon with physical damage and attack speed? i genuinely do not understand.
i get that there is a tendency in rpgs for physical damage to be over-represented because it’s easy, and there is a blandness to that that i can understand your aversion to as developers. the result of your aversion though is that every other damage type is easier to gear for, and this game has a lot of damage types. i get that one damage type needs to be at the bottom in this sense, but it does not need to be nearly as egregious as it is at present.
it’s disappointing knowing that so much of your balancing attempts for the class require that you keep shields in mind; this vitiates the class tremendously for the sake of balancing an item type/playstyle that almost nobody plays at all.
i think the main problem with the class is that it really just feels like a worse version of shaman from an attacking standpoint. savagery is a better cadence, primal strike is a better blade arc/forcewave. the easiest way to rectify this is to just modify the skills i’ve mentioned so that they’re closer to their shaman counterparts. i understand that this might seem homogeneous and boring, but i think the prevailing sentiment is that homogeneity is significantly better than a whole class being unplayable as a main. a more elegant solution would be to completely rework them into something unique, but that’s a lot of work.
soldier is just so obviously the prototype class, and you can really feel it when you use its attacking skills. you guys have come so far as developers in the time since you created the skills i mentioned, and i think the class could really use some of the polish you’ve since graced other classes with.