Content: A LOT. so, seperate sections, away!
Mage - His ability to regenerate mana later on in the game is damn near game changing on some map packs. [We actually ran through a ammo-less map pack with a Mage, rofl] His spells are very strong and so are his weapons. This class is a wonderful support, but if you get too careless you can easily die to the higher tiered mosnters Unforunately, hes also one of the squishiest classes in the mod.
Cleric - The easiest class to learn in my opinion, has a healing spell and also some good damaging weapons to hold. Hes also pretty squishy, but puting some points into constitution can help with that nicely. When he reaches high enough levels however, He can literally demolish rooms with ease, probably making this class the strongest of them all if built right, due to his amazing heal spell.
Fighter - One of the two classes I play the most, so I can be a lot more specific with this one. The fighter is a front-line tank, capable of [in later levels of course] deflecting attacks from monsters and generally just being a brick wall for the team. This class is slightly harder than the cleric, but still easy; just make sure you watch your deflection time, and when to charge into the front lines. The class doesn't have many ranged weapons besides the bfg replacement, so sniping of course isn't probable with this class. Higher levels enable this fighter to be able to take the most punishment in the mod, and still walk away taunting.
Hunter - The second class I play a lot. This class focuses a lot more on ranged powerful weapons. He can set traps throughout the map and can easily snipe out monsters. Later on in the game the hunter is capable of generating the most points with its extremely high damage output with its damage amplification passive spells. Higher levels allow this archer to pretty much one-shot grunts with his weapons, and murder bosses with his traps.
Necromancer - A very squishy [low hp] class [unless you add a bit to hp early on], but can easily become one of the most powerful classes in the whole mod. His weapons are crazy later on, has the ability to summon minions, and has obscenely strong damaging auras when maxed out. None of that matters though, when a hellknight can possibly one-shot you, making this class the hardest in my opinion to learn.
The monsters, oh boy the monsters. They level up along with you, [most of the time they're a higher level than you] so they don't get weaker throughout the wad. With that in mind however, eventually the classes get so strong that the enemy's level only makes them tankier, with the damage department pretty much staying the same. I say that now, but let me tell you; even the lowest tier monsters can kill you by themselves if you underestimate them. Cultists do a shit ton of damage regardless of your level, and they're practically shotgun guy replacements.
The higher tier monsters [hellknights and up] can actually 2 shot you regardless of level, if you don't put a bunch of points into health later on in the game. Archviles can one-shot you with their alternate attack if you're not careful, and the same goes 5 fold for the Maulotaur and Death wyvern possibly the most intimidating bosses into the entire wad. The heresiarch however, doesn't feel all that fearful, in fact with everyone I play with, they feel like just a waste of time fighting them since their shield just stalls the battle for countless minutes. Theres also this annoying 'black' weredragon type monster that spawns untargetable ghouls to drain your HP if you pain-lock it, and boy is that monster stupid-tier in the power department. Eventually you'll start blowing through these monsters in the higher levels, but if you play carelessly, don't expect a long life. Smaller sized maps, or maps with no cover is where these monsters thrive in, since the classes are really squishy when starting with nothing.
Spoiler: Some gameplay footage (Open)Rating:
Fun Factor - 10 / 10 - If you look on our Team Speak, we have literally over 10 megawads played with this. I literally cannot get enough of this wad.
Balance - 8.5 / 10 - I feel like overall its decently balanced, but as you level up more it becomes "I can kill everything with absolutely no repercussions, unless I'm Ral" tier at the end of most megawads. Some monsters can still nuke you however.
Creativity - 7.5 / 10 - The RPG system keeps this on a unique level compared to the other survival wads, but all in all a lot of the monsters are straight from hexen/heretic, or hexen/heretic based R667 monsters.
Replay Value - 10 / 10 - So many different ways to level your class, so many combinations to try, We actually discuss this stuff for almost hours with either Mobius or Razgriz.
Wrath of a REAL CHALLENGE Confirmed