Im not into the D&D rules at all, I used to play it back in the first edition, that is about it.
I simply made my character with a wolf, because I like them and made her a dual wielder, again because I thought that would be kind of cool. I haven’t really tried to optimize anything and to be honest, I think half my feats etc. are probably wrong, because im not really sure what exactly they do. (I have changed my class from when I started, was a rogue knife thingy, so didn’t have pet in the beginning)
I play in turn base and started the game with the idea that I obviously needed a tank (Valerie), because it sort of make sense that the enemies doesn’t just charge my backline. But often, she would be fairly low in the initiative order, so I had to skip the turn with other characters like Amiri and my own character, if I wanted the enemies to attack the tank. But furthermore, Valerie due to her armor is so slow compared to the others, that often I would have to “skip” two turns or not really getting the most out of the other characters turn, because I had to wait for the tank.
After I got Nok-Nok, I changed my character because I thought two rogues was to much and it would be funnier with different things. Which were also around that time I got Ekun, which also have a wolf. So at this point Valerie was simply not useful, she should be lucky to even get in close combat before it was over and given that she can’t really taught anyone anyway, as far as I can see? The trip ability seem to be the closest to a tank CC ability there is in the game, besides moving your characters into positions where the NPCs prefer to attack them over the others. And again, the wolves have a lot of armor, almost as much as Valerie, does more damage and are way faster. It simply got even more pointless to have her in the group.
And as your characters level, even the rogues with their evasion, HP and still having a decent armor don’t get one shotted anyway, and you can always heal them if needed. On top of that, at least in my experience so far, its pretty common that the enemies you meet, if there is a lot are several levels lower than you, which means that they still need 16+ or so to hit your characters and given they have a lot of health its not really a huge issue if they get hit, when you know they themselves can probably kill between 1-3 enemies each round each, depending on their position.
So its not just about what seems to be most effective, but also since I play turn based, and there is a lot of fights, so constantly having to move a character around, that doesn’t do anything or skip their turn also get a bit annoying. I already do that with my cleric and for the most part my mage as well, not as much as with the others, but then suddenly you have 3 characters that doesn’t really seem to pull their weight.
I play on a adjust hard. Where the damage is 1.0, basically I have tried to make it as balanced as I could. I don’t like the enemies just getting buffed for no reason, if they shouldn’t be. I try to stick as close to what I assume the rules are.
To me, I think a lot of it could be solved, if the computer game were sort of adjust for being one, even if it would not be exactly like that in the tabletop game. Because there isn’t a DM here, that allow the slow moving tank to do their job or manipulate the behaviour of the enemies to challenge the players etc.
The other issue is, that you can summon a lot of minions, like the priest can summon 6 skeletons (if lucky each round) same with the sorcerer, Amiri can summon 2 crazy barbarians and my main character can summon a wyvern. If you are lucky with the rolls, you could potentially have 20+ characters after the first round. We are talking a small army here. But the game doesn’t really seem to be aimed at the player having this huge amount of allies.
I tried just to summon as many as possible in one round and Linzi only summoned 4 where one got killed. But there are 20 characters left vs his 3.
And that is just one round. So even if you dropped the wolves, you would still be better off with summoning groups of well placed skeletons than a tank. Again Linzi (sorcerer) can summon them 7 times and the priest 3 times with my current selection of spells.
I think the issue is a bit bigger than just calling a specific group or classes benefits for cheesing. Because there is a lot of ways it seems, that you can “ruin/cheese” combat in the game or what to say, which just make its really difficult to justify why you would want a slow moving tank.
Harrim is not normally in my group, because he is to slow as well. Its purely because I am on my way to a mission for him. Otherwise I have Tristian as he is all cleric. Whereas Harrim is mix fighter and cleric.
I love the customization and trying new things, that is great. I just wish that each character would feel more needed. My group is completely dominated by Nok-Nok, Ekun, the wolves and partly Amiri. The rest are basically just there to buff and because my main character has to.