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Druids I haven't seen in action much, but their wild shape gives them a lot of versatility and staying power overall. I can't comment much on them.
Rogues are very strong...if used correctly. Which requires building them right and using invisibility and stealth to the absolute max so you can spam sneak attacks.
Barbarians basically have the most damage potential of any class in the game in burst scenarios, though fighters and paladins also can get quite a lot. Barbarians get massive health pools, can throw enemies around like rag-dolls, and with their rage and the right build you often can have them doing 100+ damage in a turn reliably later in the game. I don't think you can count them as "weak" even remotely.
I have seen other lists of "weak classes" in this game so far, but frankly I have yet to see evidence that any class is weaker than the others when built right. Some class builds are a bit overpowered compared to the others, but on average every class has a niche they can contribute in very well if you utilize them properly. Monks for example (my main character in the game I just finished) do less damage directly than those like Barbarians, but have far more mobility - plus their naturally high dexterity (for most builds) makes them able to do hit and run tactics with ranged weapons very effectively also in a pinch.
Druid shapeshift gives you a large pool of free hit points. This lets you run in and tank with fake HP while still doing some decent damage, and the rothe can exploit the AI's obsession with breaking concentration casting thx to dancing lights... it may as well be a forced taunt. It can also take a path that lets you refresh your spells without sleeping. Between the two, you have an average fighter (can racially get armor and weaponry eg gith) with a ton of healing and other spells mixed with the animal form tricks. Best class ever, no, but its strong if you want a different take on your healer.
rogue is all about the sneak attacks. Hide/shoot every round for an extra 5d6 makes short work of tough guys. I agree it does better hybrid, but the dual hand crossbow sneaker is not weak which is saying something due to poor itemization.
Barbarian may be in the bottom couple. It can hit hard, but so can anyone else and it has little else to offer.
Wizard has its own problems... magic took a hit in this game, with concentration garbage on all the buff spells, high resists on most targets: you have 1 attack per round (your spell) and you have to hit with it twice (once to hit, and once to overcome resist) to do full damage. Imagine if you had to roll each melee attack once to hit, then again to bypass armor or lose half damage, and never got any extra attack skills? that is a caster in this game.
Druids are by far the tankiest casters because of their wildshape while still being able to support their allies through concentration spells.
Rogue cunning action is good if used right, gets more proficiencies and gets both sets of their expertises earlier than bards, uncanny dodge and evasion are solid features. Only real changes they need is thief's extra bonus action being limited to cunning actions and reliable talent should prevent nat 1s
I don't know what you mean with barb, Dexterity Barb is viable in BG3, strength has buffed incredibly due to how jump works and how useful shove is most of the time.
Reckless attack's benefit is advantage on enemies hitting you not really the advantage on hitting enemies, so you can take fire away from allies who arent halving all the damage they take and dont have lots of hp.
There are tons of broken things which are just way too strong like Tavern Brawler on some armored Open Hand Monks without relying on glitches and are mostly bad implementations.
Crits are not really part on any list. Assassin doesn't do close to what Thief does, both as an multiclass and solo.
If you ever dip your hands into Illithid powers you can get an guaranteed critical hit as an perk out of it.
- Stealth is not so good in this game because when enemys find you they nuke your ass to the death = pure Rogue is bad idea
- Barbarian is ok but ... there are better choices for melee/tank/dps like Warrior or Palladin
- Wizard - tons of spells but most of them useless , better to have Sorcerer and focus on DPS or AoE etc.
Another day, another hot take.
I'd put the Druid over Ranger, though. Druids can have 5 summons, and hero's feast, which makes up for the Ranger multiattacks.
But ranged rogue's working fine early game and outside of assassin being the same gimmicky anchor it is in 5e the two subclasses seem fair.
I mean, I'm pretty sure any table top thief players would literally kill to get a second bonus action and as generous an allowance of 'use an object' as this game has for bonus actions.
Why are wizards weaker than Sorcerors and Warlocks? It by design. If you play a basic evoker, personally think that is boring and you probably should have a been sorceror. But Divination wizard? Now we are getting somewhere. I saw one of my friends play conjuration wiz but I wasn't impressed with wiz conjuration in 5e. But still the fact you can pick from the entire spell list for specific reasons, and get some spells back for short rest is quite powerful. In BG3 or any video game. Same issue NWN had, you can rest anywhere and anytime. So it takes away from short rest recovery for all the classes. That said, Wizard are supposed to not get hit ever. They are weak little nerds, but who can play the entire book the world is your oyster and you are only limited by your imagination. Of course you can multiclass or subclass into spell sword gish type. Abjuration wiz/fighter can be a total tank.
Druids. You are just wrong on every level. Conjure Woodland Being by itself is just amazing. They can cast spike growth, entangle, shillelagh, conjure another creature who can also cast entangle. Its like being able to cast two or maybe three concentration spells at the same time. Wildshaping for HP in combat or to go into melee. Wild Shape and Polymorph are strangely the best healing spells in game. Wild shaping for scouting and exploration, Wildshaping to get into small cracks and crevices. etc. Plant growth doesn't require concentration, great for creating choke points for an upcoming battle. And with a couple conjured creatures who can cast and concentrate on entangle and spike growth you basically funnel enemies anywhere you want them to go. Preferrably into your wizards grease trap. Also Druids have some of the best cantrips in game. Shillelagh and Thorn Whip are both great in combat. Thorn Whip is great for pulling rangers off cliffs. But also, Guidance and Produce Flame are insanely useful in this game. Also, I find the spell list to be pretty solid. Call lightning, Moonbeam, Spike Growth, Plant Growth, Polymorph, day light in this game. All really solid choices.
Rogue well I'm not sure what game you are playing, but in D&D rogues are right up there with Clerics in terms of being necessary for the party and doing some serious damage, whether you need a flanker in melee or another archer, doesn't matter they do both extremely well.
I find Barbarian to be a bit boring for my taste, but they are kind of fun to roleplay in PnP.
In general, you do you. But I tend to prefer the role playing aspect of D&D and enjoy playing a weaker character or doing something different to force yourself to be creative in situations.
Rangers saving grace, its is utility in multiclassing, its ability to have spider web uptime, moresoe than druids without being shifted, and overall ability in combat and potential attacks per turn, make it a better pick than something like rogue or barb, and offer a better utility option than all of druids entire spell list. It also being dex based makes it particularly strong in the save department.