In an ARPG damage is the foremost important attribute of a class and build. However classes and builds should vary in more than just their DPS, but by the utility they provide. Here are some are the diverse attributes that could be present to make each class and build unique:
- DPS,
- AOE DPS,
- burst damage,
- durability/tankyness,
- healing utility,
- dps endurance,
- healing endurance,
- crowd control slows,
- crowd control stuns,
- mobility utility,
- treasure+ utility,
- party-dependance,
- party-independence,
- dungeon traversing utility,
- scouting utility,
- elemental resistances,
- light generation,
- party resource regeneration boost,
- door opening (bash, pick, or charm),
- mob spawn suppression/generation
- damage type
- aggro control
- role versatility
- skill range
- death resilience
I’d be interested in hearing if people are strictly opposed to any of these because it breaks the ARPG or Diablo 2 formula.