OK, I need to break this down
I'm fine with people of your social group posting insensitive/ignorant posts on other topics saying that Justified is your least favourite mod and stuff due to bias or that you hate it for questionable reasons like: I just don't like how it plays! It feels intentionally bad! which equate to no reasoning and irrational opinions. But posting on our topic saying things with literally no evidence and proof is a new low. I'm not sure what amuses me more, the fact that you said this, or the fact that you actually believe YD is even possibly more balanced than Justified.
Starting right off with an
ad hominem! This is going to be wonderful!
Also, I never said YD is more balanced than Justified. I'm just saying the reverse is not true either. Hell, I can't name a classes mod in this community that isn't without any sort of balance problem. Hell, CSCC is about as balanced as a Weebl standing on its head.
The reason I don't like Justified, since you indirectly asked, is that most classes don't feel
satisfying. At all. I've started to nickname it "Wet Paper Towel Classes" because a lot of the classes don't feel like they really do anything. And, thus, any classes that are actually effective at their jobs feel overpowered by comparison.
Let's look at Coldman, for an example.
He has a very clear-cut combo; Stun someone, then throw a wall at them while they can't dodge.
I successfully landed this combo on someone.
Twice.
They were still alive; it took me a third hit to actually kill them.
That's not satisfying to use.
On the other hand, we have Sword Man, who can do up to 200 damage if you're skilled and/or lucky enough to hit with everything on his sword swing.
That is satisfying to use. (A little too much so, I may add.)
There, I've aired my grievance with the mod. You can't say I haven't given any reason now, can you?
YD classes has the opposite problem, but this isn't the YD classes thread, so I'll leave that for another time.OK first of all I'm ignoring your ramblings since none of those classes have problems of being OP in v3; if you're gonna name evidence at least be sure about what you're saying. Also category 1 and category 2 refer to what?
How do you even expect people to get your point if you just post classes you think are unbalanced with no proof or reasoning? Why not also give constructive criticism on how to improve them too?
OK, first off, hypocrisy alert with the lack of evidence.
Second of all, I intended for people to play the classes to experience the disparity, but if I need to explain them up front...
Group 1 are classes that are excessively strong for various reasons.
Turbo Man's hitboxes and Crash Drive speed make him nigh-impossible to dodge. The battle becomes "can you kill him before he teabags you to death." Which, in this mod, is
really difficult. (See above)
Pluto has invulnerability frames out the ass, a ripping dash that deals great damage, and free homing projectiles.
Duo has Charged Duo Punch, which deals massive damage to whatever it hits compared to the rest of the classes.
Group 2 are classes who were gimped into uselessness by Justified.
Toad Man can be easily knocked out of his Rain Flush which, while such a mechanic provides nice counterplay, Rain Flush isn't really strong enough to justify it balance-wise.
Skullman's Skull Barrier is a "Zhonya's Hourglass" on a kit where stunning yourself for invulnerability hurts you much more than it helps. What does Skull Man even gain from using it? He buys himself two seconds. Which is easily one of the most situational abilities in the game. Hell, even WOOD MAN does it better than him. But then again, Wood Man doesn't have an actually viable attack so... This is the one class where a long cooldown would be justified; fire some buster shots, use Skull Barrier while you reload, fire more shots, rinse and repeat.
Uranus has decently strong attacks... which take fifteen years to charge, making him incredibly useless in an actual combat scenario.
Burner Man's attacks are nigh-impossible to hit with in a fight, and don't do enough when they do hit to justify their use. Even in this mod, where doing over 50 damage is a feat in and of itself. Forest Diver, in particular, isn't worth the five seconds it takes to charge and the long stun periods it requires you to suffer through.
tl;dr: This mod has balance issues. Get over it.