Not to knock on your take on things. But I was throwing out my experience, where the tier 5 classes felt like a fun toy, and a nice reward for clearing out things after going through the game.
That's totally fine; on the default difficulty, the game
is essentially over after you get tier 5, since you can just run through spamming the artillery and Demonaica dies handily enough from it as well. So I would agree that they are just a fun toy at that point. It doesn't matter too much what you choose.
On Master Hero, I would say the hardest part comes near the end, where an inferior class will leave you dead every time and there's no room to have fun with whatever theme you like best. Really, I just want all the classes to be viable and that's where I'm coming from.
Glacian and megalord were definetely my favorite classes, and I would say of those classes I had access to, all of them made most areas really easy (except overlord keep, the deep, and bosses), except maybe the Annihilist which doesn't have much rapid-fire access.
Glacician and Mesalord (I'm guessing that's what you mean) being two of the three viable ones I mentioned for higher difficulties, but people will probably always gravitate towards them on any difficulty. Annihilist does have "Shattered Doom," which I think is equivalent to the primary of Glacician and Mesalord, but lacks the falling shrapnel spell. Cindermaster is roughly equivalent to Glacician and Mesalord.
The short triple shot was great on my first playthrough on regular difficulty, but on Master Hero the range is just too short. It's still not the most in need of an upgrade.
The two tier 5 classes that definitely need a slight upgrade are Beastmaster and Thicketmaster. Even at level 14 with multiple primary spell upgrades, it takes more than one hit to kill even a bat as Beastmaster with a spell that can only shoot a single projectile in a straight line. It can only come back and do a second paltry amount of damage if you are both close enough, it doesn't hit a wall, and the creature is in the same spot, which doesn't particularly matter either way.
Now, if you have the choice between spewing shrapnel everywhere for
1,400 damage a chunk or shooting a single projectile in a straight line for
65 damage, which do you always choose?
If no other classes get altered, then I think at least these two are a must if there is to be any chance of anyone picking them:
Beastmaster: Feathery Rebound: Increase damage from 35 to at least 99.9 per projectile.
Feathery Charge: Increase damage from 186 to about 279; if you have to charge it that long to fire the spell, it needs to do a bit more damage.
ThicketmasterThorn Mass: Make it a three shot.
GlacicianHeave Glacier: Currently does twice as much damage as Heave Magma and Heave Boulder, which makes Glacician hands-down the most powerful class in the game. I think Heave Glacier needs to be made equivalent damage-wise to its counterparts.
Even though those small changes won't make everything completely balanced, it would at least be a nudge in that direction and make the two most inadequate choices at least slightly more attractive to those who really want to embrace that particular theme for their characters.