Diablo classes review
Looking back at the original Diablo, it is still a source of inspiration when it comes to character design.
Mostly because of production constraints, Blizzard has opted for a very minimalist approach to character design. It boiled down to the three classic RPG archetypes:
Warrior
Role: melee, bruiser, tank (Riftforge equivalent: Guardians)
Summary: Excellent defense, moderate but sustained damage to a single target
Rogue
Role: fast movement, burst damage (Riftforge equivalent: Raiders)
Summary: Burst physical damage with highly positional combat, speed is her defense (kiting)
Sorcerer
Role: magic, nuker, AOE (Riftforge equivalent: Rangers)
Summary: Versatile skills with AOE and nuking choices, highly dependent on mana, very fragile
In the sequel (Diablo II), Blizzard added the logical hybrids:
Paladin (warrior sorcerer)
A warrior with some AOE spells (auras)
Necromancer (rogue sorcerer)
A ranged damage dealer specializing in damage over time spells (poisons)
Assassin (warrior rogue)
A melee class with high burst damage (combo moves)
Obviously absent is the healer class, a staple in every recent MMO. However, as I have written before, there’s no place for a dedicated healer in a game that is mostly about single player. Also worth mentioning is the fact that because of the combination of bosses and hordes of minions, both single target and AOE damage are required for quick progression.