Specialisation Deep-Dives
Primary threads, one per spec. Long-form community analysis of each class.
Thread assessments
Each card links to the full assessment, asks, voices, and related threads.
Bulwark
Players broadly agree that Bulwark (specifically the Juggernaut specialisation) is overtuned in PvP — primarily because of the Shockwave Spike's large AoE stun with a short cooldown, compounded by the class's extreme damage reduction and the Pummeling Shield OS's additional stun.
Demolitionist
Players broadly agree that Demolitionist underperforms relative to other specializations, particularly in the HE Munitions and Field Grenadier specs.
Field Medic
This thread is a wide-ranging design discussion about the Field Medic spec — covering both the Combat Medic (healing-focused) and Tactical Pharma / Oxic Medic (damage/poison-focused) subclasses.
Tech Operator
Players are raising two largely separate sets of concerns about the Tech Operator class. The first is about the Aegis (support) side: defensive drones are too large and block ally fire, the Teamfight skill mod is believed broken, and the class is used to grief extractions via chest-stealing.
Vanguard
Players are almost universally agreed that the Double Barrel Shotgun (DB) in combination with the Vanguard Commando's Tactical Link ultimate is overtuned — specifically that the way pellets each trigger individual bullet-return and multishot calculations creates a near-infinite ammo loop that trivialises PvE content and crowds out other builds.
Common themes
Recurring asks surfaced across this review lane.
Add a counter-mechanic to the Shockwave Spike for PvP — a break-free input, a shock-resistance stat to build into, or a wind-up/charge period before detonation so players can shoot or dodge the spike before it goes off
Reduce stun duration (currently ~3.5s for players) or differentiate it so it's shorter vs players than vs NPCs (e.g. 2s vs players / 3.5s vs NPCs)
Increase overall damage output for Demolitionist (turret, seeker mine, grenade launcher) to close the gap with Vanguard and other DPS specs
Rework Field Grenadier's talent tree to align with the spec's actual playstyle (skill-cast-centric, not proc-chance-based)
Fix multiple broken Combat Medic skill mods and chips — healing station damage variant does nothing, healing swarm damage variant does nothing, Aggressive Defense chip does not function, armor strengthening skill mod does not apply armor in EU at all (confirmed bugged), auto-trauma chip revive does not work in Dark Zone