Just gonna post a quick summary of what I think of the current classes in PvE. Feel free to give feedback or just post your own, as I’m kinda just posting it here for the hell of it.
Also, my playtime in Escape is 11D 15H 59 M ---- Horde 13D 13H 46M - for reference of my experience in PvE. I also have all classes level 19 prety much (Except promos) and 8+ level 20.
Let’s get into it !!!
Assault :
Blademaster : Seems pretty solid with her venom blade at all times and tap stim. Pretty ok in horde and pretty ok in escape. Would say balanced.
Demolitions: Easily one of the most if not the most broken class in the game for Horde. Can ult and instantly get it back up along with active boomshots and just clear everything while having insane single target damage and crowd control. Has been a problem since day 1 of gears 5. Wonder when they will balance the class. Surprised I see so many people acting like the class is underpowered at all. Strip away his bleed card or boomshot damage and I’d say he’d be balanced (he has too much going for him, would require testing which is the best choice).
Infiltrator: Very strong class that is also versatile. Not sure if they patched things like ulting and sniping a blister off a swarmak for an instant kill but just very strong. This class has always been strong since launch, just a playstyle change. Maybe OP or close to it but depends if people understand how to play the class correctly.
Marksman: Very strong class, especially if combo’d with a veteran along with their ult. Versatile as they can also be equip to take down any boss due to cold finish card if they take that. Prob relatively balanced due to having to hit a headshot but veteran can make them OP. Would say they are “fine” based on observations, close to OP though or OP.
Nomad:: Pretty balanced and versatile character. Has been under the radar since launch. Extremely strong if combo’d with and also has a fail safe ult in bad situations. I personally love this class in escape due to chain execution due to his boltok stun. I’d say balanced.
Tank :
Anchor : Extremely strong class in both horde and Escape. Team Wide stim with his ult is insane along with potentially lasting an insane amount of time with ult kill duration. Good tank class. Would say balanced.
Brawler: Very strong on launch and still strong, just not as tanky. Has a scorcher or ballstics weapon playstyle but no one has really extensively tested a balastic build as far as I know so it’s mostly just about meleeing. Would say this class is extremely OP in escape still but prob balanced for horde.
Gunner: Very powerful class that can ult to support his team (immune damage) or just kill enemies like kestrals instantly due to his ult. Very strong to just wipe out enemies and in bad situations. Would say he’s pretty balanced as his weakness is the execution rules mutator. Maybe nerf his ult card a bit as it was balanced around old master horde HP I believe, when you would see millions of damage each round and not a 100-200k only.
Pilot: Extremely powerful class that can AoE stun normal enemies and tons of bosses alike. Typically a swarmak would be an issue but you can just stunlock it. Silverback with mulcher bleed + salvo for sustain/duration is just an insane combo. Doesn’t have a DBNO weakness due to cold finish. Also has a up to 50% damage perk that can also make your ult come up faster along with ult cooldown, allowing you to easily ult every wave if not ult 2 times a wave with dropshot spam inbetween. And to top it off, insane tankyness due to her stim card, which gives you stim in a pinch. Easily one of the strongest classes in the game, overpowered imo.
Veteran: Very powerful for clearing, iffy for bosses, although he can tank bosses very well with dug in and his ult stim card indefinitely a lot of the times (such as a snatcher trying to melee you). Although lacking in boss killing power, makes up for it with clearing trash units. I would say he’d be balanced if his ult wasn’t able to be given to other allies, but do that fact I’d say he’s OP. Feel like his allies should get another boost such as damage resistence or less recoil or just a bit more damage. Auto headshots for everyone, just is insanely hard to balance.
Support :
Combat Medic: Very strong support class that can pair very nicely with any mechanic or do very well if your team has no mechanic. Deals decent damage early on but turns into a full support stim giver later on. Very powerful if played right and fits that support feeling role. I’d say balanced.
Jack: Very powerful class that used to be the most busted character in the game due to healing through walls. With only a few seconds to do so now, he requires you to be more proactive. Maxing hijack cooldown is crucial as a max’d out jack can instantly kill waves with a claw/mulcher scion, even hammerburst does ok. Would say very powerful, but he is a support so he fits the role well. I’d say balanced.
Mechanic: Very good for a team to have. Shock trapper bleed is quite nice as you can take down a warden yourself with a level 4-6 card. Ult is just good to use in a bad situation. DB weapon damage is good too as his overkill and embar can deal a ton of damage and support the team with embar stun.Can also build insanely cheap fortifications. I’d say balanced.
Robotics Expert: Able to expand a base a ton by himself due to his precision healing card and also have the fastest locker reload time. His ult is a hit more miss, as the AI can be extremely stupid or good at times. And whether it’s good or bad, the DR1 has very little hp so if you use it and there is even 1 claw on the map focusing it, it’ll die in 2 seconds. I think I pref mechanic more just because mechanic has the better ult overall, as this ult just feels like a gamble. Yes, you can mark and focus a target, but sometimes the pathing is just ■■■■. Balanced, but I’d say he’s very clunky to use with his ult. I’m also not a fan of the whole gain benefits when ult is down and gain benefits with you ult type of cards, as they are very counter intuitive to eachother gameplay wise. You want people to use their ults, not to hold onto them, otherwise what’s the point of having ults?
Tactician: Extremely powerful. Can make your team tanky as hell and give everyone instant reload with actives. Along with this, can make his own and allies ults reduced quickly due to his mark card and also has bleed damage on explosives. Can spam GLs on bosses like the matriarch or spam active booms to instant clear waves. Kinda sad his golden mark card for % damage increase for allies is not good due to his other cards being better. Feel like they should move that card to combat medic instead, or just make a class entirely. Pretty busted class.
Promotional :
Architect: An actually alright engineer, as they have a green card that makes them able to engineer decently enough as well as an ok ult. Self stim that regains for survivability, and forts dealing more damage when above HP are really good cards to have. I’d say they are actually a solid engineer pickup despite the lack of card options. Balanced.
Protector: Lacking in card options again, they were the go to for escape before brawler came out. No venom needed for bleed access was huge. They have durability with their self stim and can use a shotgun for damage. Their ult is actually extremely powerful in both horde and escape. I’d say they are pretty balanced, although lacking in card options.
Slugger: A pick not used really ever, however still quite strong. They have a ton of CC and good damage/spam potential with grenades and good stopping power (not sure if only with gnasher/overkill or all weapons). Can also use a trishot/salvo well due to heavy ammo capacity. Playstyle is mostly just spam grenades and keep buying them, throwing 8 grenades for 80%+ damage (not sure the max card damage) and a 80%+ blast radius increase. Their ult is also quite powerful to stun lock bosses such as the matriarch, as 1 bullet can make the boss stop in it’s tracks. Huge CC potential. A solid choice for horde, just never picked. Balanced.
Striker: Not sure what to think of this one, as it’s a class I’ve yet to really practice and to see really. Breaker bleed can potentially be quite powerful but looks quite squishy. Maybe good but likely not? Probably underpowered.
t;dr
So yeah pretty much most OP/problematic classes are demolitions/infiltrator/marksman/Tactician/Pilot/Veteran. By problematic, it means that they have core mechanic issues that are hard to balance. Everything else is balanced or close enough to balanced. Only class underpowered tbh is striker likely.