Hi @bugsimulator
as promised, here is your response:
So, we agree. Bruiser kit currently has a lot (Grit, Survivability, Utility, Mobility, Burst damage)
Mutations: We also agree that “bruisers” wont get picked for mutations, instead we have light DPS. Notice of course that the light DPS used in mutations are currently a “kind of” modified bruiser, trading off heavy Armor in favour of maximised damage. We see lots of Great Axe, Warhammer and Great sword, but no one wants to invite a bow or a mage player, for example. This will change when they fix the elemental damage reduction and remove grit from strength, I don’t think we need to worry too much about this.
3 V 3 Arena: I partially agree with with you about bruisers in arena. Saying that a bruiser is useless without a healer is like saying that a healer is useless without a bruiser, right. Try putting sacred ground on a bow/rapier player! They are out of that circle before you even cast it! But of course, a bow rapier player doesn’t need a healer, they need an ally with utility to hold their targets still. I could write two pages full of all the different match ups that can take place in arena’s, but it doesn’t ultimately matter. In 3 v 3 arena, team composition matters, and there is a place for a bruiser to shine here. The current burst meta has been rather frustrating for everyone I think, ranged, bruiser and healer alike.
OPR – this is a very difficult game mode to asses because, in a game mode with 40 players, no single class should be able to “single handily turn the tide of the game”. Healers can’t single handily turn the tide of a game all by themselves, and muskets will die to themselves if they try to capture a point. I, personally, have given up on taking OPR seriously because the game is impacted by so many variables that I have no control over. I agree with your sentiment though, the game mode would benefit from having class quotas and class distribution among teams, and I see bruisers having a place here. I agree that a zerg of bruisers is a strong force in this game mode and I don’t see that changing in the future.
War – 100% agree with everything you said. Plain and simple.
1 v 1 duels – We agree again. Bruisers can be competitive at times, but are not top tier. If a bruiser has some form of cover, then the game is a stalemate. Boring for both players. This is another game mode that I, like OPR, do not take very seriously. I personally don’t believe it is possible to make every class perfectly balanced for a 1 v 1 scenario, nor would players want that to be the case. Weapons need to have different strengths and weaknesses.
Fortify and Rend changes: how much do you understand this change? It is my understanding that this change will make all classes take more damage, however, heavy is the least effected, and light is the most effected? This change is actually good for bruisers in my opinion. Let me know if we need to have a deeper discussion about this, because there is a lot of confusion going around.
changes to Grit: This needed to happen. People who want grit can still have it, they just cant be the most offensive players any more, which is fine. Medium strength builds can still exist in wars if they want to, but they will have to be careful to avoid the clump, like a spear dex player would, or like a void blade player would. This is fair. And don’t worry too much, they removed a lot of staggers from the game, and they also gave medium and heavy armor 10% and 20% reduced crowd control duration, so grit might not be as essential as it once was. I’m crossing my fingers.
Changes to Refreshing Move: This change effects wars more than it effects 1 v 1 duels. It effects OPR more than it effects 3 v 3 scenarios. It basically effects clumps. This change makes the perk work exactly the same in all of those sgame modes, so it only trigers once per swing now, which it didn’t do previously. This change is needed also, from a balancing point of view. It is hard to balance 4 different game modes when 1 perk works differently in all those modes. Now that it works the same across the board, the range of bruiser performance wont vary so much between game modes and in turn, will make balancing easier in the future. Note, this doesn’t just effect bruisers, my beloved void gauntlet will feel this change when I take it into a mutation next, but I understand why they need to do it.
Damage and Survivability trade off
Damage & Mobility & Heals----------------------Survivability & CC durability & Utility
Previously, bruisers got around this trade off with the use of grit. Grit allowed them to be survivable, while dishing out damage, which is why so many people called for grit to be shifted to constitution for so long. Bruisers also had built in heals (trenchant recovery, leeching path, etc) which also got around this trade off. AGS seem to have nerfed these self-sustain perks back into line now as well. In my opinion, the recent patch is trying to bring all classes (not just bruisers) into line with this trade off.
You mentioned a few fun “arguments”. I have addressed many of these already above, but the ones I haven’t addressed, I will address them in turn below:
-They won’t be able to enjoy all pvp game mode if the patch comes to live
^No single class currently can, because every class is unique and has places where they shine more than others.
-their $$$$$ gears will be in the trash bin XD
^I don’t think its reasonable to expect a game to preserve a stale, stagnant and unhealthy meta, just so that some items owned by a portion of the player base will hold their value. This argument doesn’t care about the new world community, it just cares about the community of its own class, which could arguably be damaging the new world community (great sword in arena, I’m looking at you!)
-change is fine but the nerfs are too much ( ref move , fortify , stam , damage, grit)
^This is a valid argument. It’s very difficult to figure out which change is most impactful when they are all thrown together like this. I would like to see smaller, more frequent changes personally.
-basically they need to adapt and change to heavy 300con -200 str to use their thwarting strikes axe and deal less damage overall but can still fight in clumps and LMB. which is not what they signed up for, or use the same build with damage and be squishy as a medium.
^Yep. Welcome to the exact same decision making process as every other class in the game.
Conclusion:: In your conclusion, you stated that bruisers currently shine only in war, but I feel this is misleading. Bruisers might not “SHINE” everywhere (thankfully) but they certainly glimmer in most game modes. A healer paired with a bruiser is incredibly strong in arena and OPR currently, and will remain strong after the patch. Bruisers can happily duel other bruisers and this is a fair match of skills, despite 1 v 1 duels being an awful game mode to balance.
Bruisers will no longer be both incredibly survivable and incredibly threatening all at once. They can have 300 constitution (frontline) and have a large health pool, grit, and resistance to CC. They can have 300 strength (DPS) and try to burst down other players. Or they can have 250 of each (Traditional bruiser) and try to find a middle ground that is a bit of both. This is the kind of decision making process that every other class has been making since the game has begun (except perhaps musket). Historically, Bruisers have been avoiding this decision/trade off due to the defensive nature of grit being attached to an offensive attribute perk.
I hope that has been satisfyingfor you to read 
Over n out,
Saint