Tiers for non-fighting games?

Move up Machina Gadget (its fundamentals are too strong and it has good matchups vs the top decks) and add Abs. Zero to Upper imo. LS above Infernity or in bottom of upper, including Twilight/Vayusworn etc. Add Flamvell to mid. DandyWarrior high maybe? Maybe Herald in mid?

Not a bad list at all though. Yeah Samurai super top tier ugg. If we had more OCG, Dragunity and Fabled would be mid or high.

If there’s a D-tier in this game, it would have to be one of the baddies. All the playable characters are pretty solid. Once you get to lvl 16, max the stats and get all the moves, any character can literally stomp the game with ease (jumping strong attack repeatly). I’d put Stills in C-tier, Kim in B-tier , and Negascott in the same tier as Scott and Ramona. Sure, his tiger knee has bad recovery and can be blocked, but the startup is instant; you can just counter attack on reaction and it does good damage. With his projectile, he can play a long range game, attacking mutiple enemies that aren’t even active yet. If an enemy blocks it, Negascott can walk up and tick throw them. I think Negascott is even enough compared to normal Scott to share the same letter tier wise.

I’d like to see how the tiers play out when the character fight one another (via Battle Arena) as oppose to fighting the AI.

She was the only reason I beat the end boss without grinding. I think she’s the best, but Matthew could go over her.

I’m not sold on Machina Gadgets being high. It has to play fair, and if you want to play fair you might as well play Dandywarrior or Frogarchs, since they can play fair AND have better stupid top deck potential. I can’t think of a top deck in Machina Gadgets that’s as game changing as Debris Dragon, for instance.
There are better defensive/incremental card advantage/disruptive decks in the format, which I would almost always pick over Gadgets. I guess you could argue that Gadgets are a very consistent deck but it’s not like the good decks aren’t consistent.
I will say that Gadgets are pretty hard to come back against if you have a slow hand with a lot of decks so I guess it has that going for it.

Also Blackwings are doing pretty well against SixSam it seems. A lot of the tech that makes SixSam so strong against the rest of the field is blank against BW, like Rivalry of Warlords/Gozen Match. I’d imagine SixSam has issues dealing with an early Shura or Sirocco (or whatever + Kalut backup), much less an early Synchro or DAD; also pretty soft to Icarus Attack and Delta Crow.
Obviously SixSam are strong and beat up on everybody else or it wouldn’t be winning so much, just seems like BW matches up well overall. BWs just too robust.

Also that new Agents/Hyperion deck is pretty cool.

true six samurai is some true bullshit… i’ve seen people get like 4 level 8 synchros in 1 turn with genex ally birdman/gateway/united combos.

sounds like old Zombies/Infernities :V

Machina Gadget has strong matchups against the current top TCG decks. GK is practically laughable for them for instance. I’m not a Machina Gadget player though honestly, it is rarely played and I think based on the few I’ve seen play, it can compete well this format.

lol good thing we don’t get GAB till Summer or so.

Chaos Legion

I played the hell out of Chaos Legion lately, amazing game with surprisingly deep game mechanics. Challenging too, forced me to get a better understanding fast. My take on legion tiers (based on general usefulness, including abilities they offer)…

[ S ] Thanatos
[ S-] Blasphemy
[ A ] Flawed, Hatred, Guilt
[ B ] Malice
[ C ] Arrogance

Until you max out Thanatos, Blasphemy is basically all you need and can substitute ANY legion as long as you don’t run out of soul power (but managing soul power efficiently will be second nature after a while). And all because of one move: Crimson Carnage (Assist) is the most abusable thing in the game, heavy damage against all types of enemies + incredible crowd control. Because you are invincible for a short time after triggering you can even counter hit pretty well with it. After getting the Spirit Trancers of the other legions to get their abilities without taking them with you it’s the only one that you’ll always want to have equipped.

The A-tier legions share 1 thing: they all have essential abilities…

  • Flawed gives you Double Raid/Jump, and there’s nothing better for positioning and evading (especially in small areas) + it’s needed to reach some places for items. It’s Assist (Despise) is very useful as it stuns enemies in front of you and does pretty good damage to metal/spiked enemies and especially Danus (the transparent monsters), not as abusable as Crimson Carnage though (less damage/no knockdown/harder to set up). When summoned it’s command attack is useful as it hits grounded and flying enemies, but it’s too slow to catch fast moving enemies (dog-like monster or flying spikes). Otherwise the units are not that useful by themselves in active mode.

  • Hatred gives you Breakdown, a tackle with lots of invincibility. It’s probably Siegs best command attack on normal difficulty, easy to use for counter hits which will 1-hit-kill most enemies and is great for clearing out large groups if you don’t have Blasphemy with you or the soul power to go nuts with Crimson Carnage. You can also use Breakdown during your normal sword combo for extra damage/evasion/positioning. Otherwise Hatreds uefulness is situational. Bad Karma (Assist) is a damaging counter that works well against single enemies like the Golems in later levels and even some bosses (e.g. stage 8 boss, instantly brings 1 leg down if you counter it’s leg attack), too bad it doesn’t work on every attack (like stage 5 boss, or stage 3/4 bosses running attack). When summoned they knock the nearby enemies down and pound on them while they’re down, which is really damaging except against metallic enemies which are highly resistant to their punching attacks.

  • Guilt gives you Ground Zero, which doesn’t have the invincibility of Hatreds Breakdown but does more damage. The most damaging thing Sieg can do with his sword is just doing it over and over, and you need it to 1-hit-kill enemies on counter hit when playing hard mode. It’s also an elemental attack, so it can kill most enemies, including spike balls and cannons, easily. Otherwise Guilt is great for the first half of the game, fast and reliably hitting when summoned + low exp cost when powering up will make it strong in no time. Weak in the second half of the game though (stage 10 and onward, including side B stages), since they are so weak against most of the new enemies you’ll face then. Their assist is okay, basically a completely invincible dash which passes through enemies and does some damage. Good against stage 3/4 bosses running attack, but ultimately unnecessary.

Malice is still good, but only really needed in few situations (will make stage 7 + especially stage 8 bosses easier, and great against the ultra-fast flying spike enemies). Otherwise its sniping ability for targeting the enemies weak spots is good but not essential. Strong against metallic enemies but so is Crimson Carnage (Blasphemy), Ground Zero (Guilt) or Flawed. Does horrible damage against organic enemies and can’t damage spike balls at all.

Arrogance is the only legion that doesn’t bring anything to the table which another legion can’t do better/faster, most of the time it will just slow you down. The best thing about it is probably the Avenger ability (counter attack against every enemy that is near when you get hit by a non-knockdown-attack), which is nice but more of a gimmick.

Wish I had seen this sooner.

You’re pretty much spot on with everything. I’ve always thought Bishops and Knights equal in the beginning. The type of game dictates their value later on: If it becomes open then Bishops are more valuable. If it is closed, like you said, knights are more valuable.

Yes, but getting checkmate with a King+Knight vs. King is impossible, so that’s why I thought Bishops were very slightly above Knights. There are still many situations where having a Knight over a Bishop is preferred, however.

Meh. I’ll do tiers for a solid game that’s generall unrecognized since it’s not very original.

Darksiders Tiers

Weapon Tiers

God Tier: Armageddon Blade
Top Tier: Chaoseater, Tremor Gauntlet
Mid Tier: The Harvester
Low Tier: Scythe

Armageddon Blade - Stupidly strong. Can kill basically any enemy with 3 slashes or less on Hard mode, while riding Ruin and a few powerful attacks or combos will mess anything up while on foot. Only drawback is that it can’t be equipped with any enhancements. But it’s ridiculous attack power makes up for it. Can also build chaos like Chaoseater

Chaoseater - Only weapon that can build up chaos on it’s own until replaced with Armageddon Blade. Good speed, range, crowd control and comboability. Whirlwind combo covers all around War and is very strong. Grants access to other powerful attacks like flipsaw and harpoon tackle which are some of the strongest attacks in the game.

Tremor Gauntlets - Extremely basic combos, but lots of power and shockwave attacks give awesome crowd control allowing War to make quick work of enemies.

The Harvester - Great sweeping attacks and crowd control especially on it’s standard charge special. That move also starts up instantly, but it’s normal combo is slow on the draw and a few of it’s other moves can be linear. Also not as powerful as the other weapons. Draws out more souls on kills though which is nice bonus.

Scythe - Same as the Harvester but draws out less souls. No reason for it to exist. Upgrade to Harvester ASAP.

Wrath Tiers

Top Tier: Blade Geyser, Affliction
Low Tier: Immolation, Stoneskin

Blade Geyser - Fully invincible during the duration and does huge damage with lots of crowd control. Blades erupt out of the ground all around War popping any juggable enemies into the air. Great all around ability.

Affliction - Summons two spirits that constantly damage enemies and home in on foes. Each time they kill one enemy they move onto the next. They do a ton of damage in mere seconds. Invincible during casting. This ability is rape plain and simple. Lots of damage and the little spirits kill fast.

Immolation - War lights himself on fire and enemies that touch him take damage over time. That’s it. Weaksauce.

Stone Skin - War’s attack and defense go up after he transforms himself and turns his skin to stone. It’s actually decent for boss fights and better then immolation, but still crap compared to the two best wrath abilities.

Enhancement Tiers

God Tier: War’s Glory
Top Tier: Fury’s Embrace, Strife’s Offering
High Tier: Death’s Blessing, Carnage, Combat Lore, Weapon Master, Hellfire
Mid Tier: Bane, Blood Thirst
Low Tier: Ravager
Bottom Tier: Reaper

War’s Glory - Amazing. Greatly increased chaos gained by chaos eater and allows other weapons to generate chaos as well. Greatly increases weapon exp gained as well. But those are just slotted bonuses. The best bonuses are passive so you don’t actually need to equip War’s Glory to your main weapon to get the best bonuses. The passive abilities are greatly enhanced damage as well as a longer lasting chaos form. So this let’s you abuse chaos form to the fullest. Great as a main enhancement or a side enhancement on your sub weapons.

Fury’s Embrace - Allows you to see all treasure chest in the game on the world map. Generates wrath on attacks when slotted. Generates wrath on deathblows passively as well as boosting wrath damage. So basically it boosts your wrath (spells) capabilities. Solid when slotted or not.

Strife’s Offering - Generates wrath and chaos on killing blows when slotted. Passively increases projectile defense and damage. Also boosts weapon damage when slotted. Really only good when used as the main enhancement. But it’s awesome when backed up by War’s Glory and Fury’s embrace as the side enhancements.

Death’s Blessing - Probably the best main enhancement along with War’s Glory. Greatly increases damage and allows life drain when you attack enemies. Also increases souls gained and greatly increases souls gained when the Harvester is used with it. It has two main flaws though. You get it in the late game where there are only two bosses left. So it’s power is short lived. And it must be slotted for you to enjoy it’s abilities. So once you get the Armageddon Blade this amazing enhancement becomes useless. It’s a great enhancement, but it’s held back by coming in too late to the game.

Carnage - A weaker War’s glory. Increases chaos gained and let’s other weapons generate chaos. A good main enhancement in the mid game so it let’s you abuse chaos form alot more.

Combat Lore - You get this fairly early and it’s one of the best enhancements out of the non legendary set.(ones named after the horsemen) Increases weapon exp when slotted, but passively boosts defense. So you can enjoy higher defense by just attaching this to a sub weapon and then not giving it another thought. Only enhancement in the game that boosts defense as well further increasing it’s utility imo.

Weapon Master - Boosts weapon damage. Simple and effective. Only good when slotted, but that’s fine. You can buy this at the shop and it’s one of the better enhancements till later in the game.

Hellfire - Boosts damage on strike attacks (I assume it means combo enders and special moves) and has a chance to inflict fire damage. Pretty much a slightly altered Weapon Master. Take your pick as to which one you wanna roll with. I used Hellfire over Weapon Master once I got it, but they are both good.

Bane - Generates wrath over time when equipped. Solid when attached to a sub weapon. Just leave it on and you will just keep building wrath even when you aren’t fighting. Don’t equip this to your weapon of choice. There are far better enhancements for that.

Bloodthirst - Leech life when you attack enemies. It’s ok. Only good when slotted though and there are much better choices.

Ravager - Always get souls from destroying environment and greatly increases damage from environmental weapons. Can see some use if you play a hit and run playstyle and throw alot of weapons and cars and the like, but it’s still not a good enhancement and one of the worst in the game.

Reaper - You get more souls from enemies. Pretty mundane. Ability only kicks in when slotted. Not worth it unless you just want money to buy stuff.

I don’t believe Dragon Quest 9 class tiers have been done yet, so I’ll do it.

S Tier

Gladiator: Hands down the best class for killing things. Gladiator + Axe skills = carnage. Fun times can be had with the falcon blade and the many broken combinations…

Paladin: Easily the best support class, especially when combined with Shield skills. Has some healing ability, but the Priest or Sage should be filling that role. Paladins have the best Coup de Grace in the game, especially since it lasts multiple turns.

Sage: Great skill set. Able to fill multiple roles that other classes would take care of. The only class that learns Kazing, which puts this class over the Priest. Jack’s Knack is an invaluable skill. A Sage with Twocus Pocus is incredible.

A Tier

Martial Artist: Lots of power, HP, and can build tension, but defense sucks. Coup de Grace is good because it’s 100% effective against bosses, but I think the tension boost should increase two levels instead of one. I find MAs to be effective with claws.

Priest: I think any healing class in any RPG is automatically going to be upper tier, since healing is so important. But once you get a Sage, the Priest’s usefulness drops considerably. Even so, Priests are going to be essential in the main game. Its skills will serve the Sage nicely in the post-game.

B Tier

Thief: This class is decent during the main game, but ends up being less effective in the post game. The Treasure Eye Land skill would be so much better if it could reveal blue chests, hence making it useful in grottoes. Still, being able to steal items from enemies is handy when it works. Coup de Grace is great if you’re hunting for specific loot.

Mage: The true potential of this class comes through in the late game, which makes this class kind of a pain to use early on because you don’t have a lot to work with. The skills you can learn from this class are better utilized in other classes. The Mage can get the Oomph spell the fastest. Coup de Grace isn’t as useful as it sounds.

Ranger: This class has some unique skills that make it worth using. Soothe Sayer is great for removing tension and aggro on the enemy, and Vanish is good for protecting weaker party members. You can also get a lot of deftness from this class. The Ranger is the only other class that learns Insulatle (the Priest also gets it). Coup de Grace would be better if it affected the whole party.

Armamentalist: The Fources are better than you might think. They can save your butt against some of the more devastating attacks. The Fource is all an Armamentalist really has, though. Learn them all, and then switch classes. The debuff spells can be handy, but other classes can debuff.

C Tier

Luminary: I think the problem with this class is that it doesn’t excel at any one thing. The Coup de Grace is all right, but that’s about it. I can’t think of many reasons to use this class.

Minstrel: Another class that doesn’t excel at anything. Extra deftness doesn’t hurt, but other than that, there’s no reason to use this class in grottoes.

Warrior: This class is not bad early on, plus it has some nice passive skills that will be useful to other melee classes, so it’s worth leveling this class to get the bonuses. However, Warriors have no role when you have a Gladiator and/or a Paladin in the party. The Coup de Grace would work better if it lasted multiple turns, but as it stands, there are better, more frequent ways to get crits.

Warrior at C? No way. They’re A-tier easily. Gladiators and Paladins are better overall, sure, but they’re second to only the Gladiator in attack power (they’re better than Martial Artists because MAs are too fast, hurting buffing/debuffing opportunities and combo bonuses). And in the main story, they are the best class not named Priest because they don’t ever die, hit like a truck (combo bonuses, too), and Gladiators and Paladins need a few hundred more skill points to exceed Warrior (something that doesn’t generally happen until post-game).

They do get outclassed by Gladiator or Paladin in pretty much every situation in the post-game, but I don’t see how they’re worse than any class B or below.

If you’re talking one to one ratio, then pawns are the weakest, but in the general game, there is no strongest piece. Losing one pawn in the beginning can usually mean the difference between winning and losing. And in a one to one ratio, bishops are in no way stronger than knights…beginning or end, they are generally equally useful. And pawns in the edge are usually the ones that survive till the end. Your post is completely ignoring the run of play lol.

Losing a pawn without getting anything in return? Sure. But if you trade your pawn for the other player’s queen, chances are you’re ahead. And losing a pawn for nothing is still less crushing than losing a queen for nothing.

Maybe that’s because the center pawns are more dangerous and thus need to be dealt with first?

Fire Emblem GBA:

God Tier: Hector.

That is all.

Resident Evil 5: The Mercenaries

S: Wesker(Midnight)
A: Wesker(S.T.A.R.S.), Jill(Battle Suit)
B: Chris(S.T.A.R.S.), Jill(B.S.A.A.), Sheva(B.S.A.A.)
C: Chris(Safari), Sheva(Tribal)
D: Chris(B.S.A.A.)
F: Sheva(Clubbin’)

Those are some of the easiest to use and all-around solid weapons in the game, and therefore some of the most popular weapons in the community, but I wouldn’t necessarily say they are the “best.” It really comes down to what gametype, map, and/or playstyle you are going for. It would be much easier to determine which guns are the worst than which are the best.

Personal opinions will also thoroughly permeate anyone’s tier list. For example, I personally find the single shot rifles (FAL, M14) to be some of the best weapons for me, but the majority of the community would probably disagree with that.

There’s a list for the hardest difficulty. I think Hector was in the middle.

Anyway, I made a list for the Skills in Pirates!. From Top to Bottom:

Wit and Charm- This one you want. You’ll find it easy to please people and make it through the game quicker with this.

Navigation- It’s almost useless on the lowest difficulty due to there being no wind, but it will save you higher up when the wind basically decides where you go. Plus it makes sailing in battles easier!

Fencing- Fencing is already pretty easy, but if you’ll be fencing alot and don’t want the other abilities, go for it.

Medicine- Helps you live your pirating life longer, but that’s it. Use it if you want to go for as long as you can.

Gunnery- Useless. It’s always better to ram then fire the cannons, but use it if you like cannons.

HHM Tiers for Hector were high tier. I think Ninian/Nils, Matthew, Raven, and Priscilla were the only god tiers for HHM.