I'm a Syssin boy, through and through. I love the theme, love the idea of being sneaky, love eavesdropping, love following and infiltrating. Love fighting in it, too. Everything about Fezzix in character is Syssin.
As for mechanics..
TOP TIER:
Archivist, but mostly because it's new. It's in a weird spot where nerfing some of the more powerful mechanics like Madness or Ethereal or Ameliorate might neuter the class, but as it currently exists, there are only a few class-specific "Achilles' Heel" routes that can counter it, like Carnifex easily pressing Peace into an offense.
Shaman, because every route it has relies on some form of cheese, and you can get blown up out of nowhere. Granted, if you -constantly- play defensively, it's hard to lose, but if you ever expect to win against one, you have to eventually stop diagnosing through the million blackouts and go on the offense. Premonition is easily buried, blackouts can mask almost everything, and Oath of Tranquility/Elder Shaman/Panacea makes them one of the harder classes to kill. Vitalbane is one of the biggest pains in the ass, ever. Ever. Having to halt your offense to diagnose to avoid Reclamation or to pull thorns to avoid Strangle Cheese adds to the frustration.
Luminary, the freight train. Fighting even the most mediocre luminary opponent as a venom-based affliction class is a chore. Fighting one that's optimized (which hasn't been done yet, not even close) is an almost guaranteed loss. The class has the most built in hinder of any class in the game that doesn't detract from its natural progression, e.g. hidden blurry_vision, lethargy, confusion, pacifism, and has access to transfix alongside an unstoppable passive heal and an active that can choose between a random physical or mental affliction. Luminary is nigh unkillable defensively, and offensively it can press both the decongestant and euphoriant stacks simultaneously, then adjust its route easily according to what the target cures.
Monk, because three active cures. Mind Push, Mind Cleanse, and FITNESS. Fitness alone just wasn't enough, I guess. Blackout and blank. A throw that interrupts tumble. Kai Cripple. Banish to reset any fight if you're losing. Also, the best group class in the game. In groups, it doesn't have a single disadvantage.
MID TIER:
Syssin, my bread and butter. It'll sneak up on you if you don't know what to look for, but it's also prone to every type of hinder tactic in the game and has a narrow kill window that, if missed, means the fight is reset. Balace-wise, syssin is in a good spot. Plenty to slow it down, but powerful enough to reliably get kills.
Carnifex. Was at the very top of the top tier before the nerfs. I need to play around with it more. Wraith is one of the best abilities in the game, and the Soul mechanic gives them some momentum that takes a loooong time to recover from, so in a fight you will rarely ever truly "reset" against a carnifex.
Templar, borderline top tier. I'm itching to alt it up and see how far I can push this one, but I don't feel like shelling out the cash for lessons and there's a lot of other stuff demanding my attention right now anyway. They're fast, immune to clumsiness, have a passive heal, fitness, and access to hidden affs. Straightforward and predictable but good.
Sentinel. See Templar. Curious to play around with it, but don't have the time or motivation to mess with resins and ent stacking.
Indorani, super high aff rate, but easily trolled as Toz mentioned and the second-worst active cure in the game. When you lock an indorani, they're probably staying locked. They can give impatience and lethargy on demand, which is a big deal. Sun and Moon tarot are balanced enough in their aff selection to where you can't immediately bury asthma behind clumsiness. The hidden affs can spell doom for the unprepared or inexperienced.
Praenomen, easily trolled, but eventually you have to try to kill them. They require a different curing priority list than other classes, but if you focus on the important stuff, it's mostly junk (but they are able to stick loneliness easier than anyone else). They're like luminary, but it's a slower moving freight train.
Teradrim. Scary, but prone to clumsiness (and now disfigurement!). Great utility, amazing passives, solid class that will tear you up if you ignore your bruises.
Shapeshifter. @Toz said all that needs to be said. Group up and kill everything. Slow moving, but the offense increases exponentially. Go prone and die.
Wayfarer, because the way it pushes venoms AND limb damage at the same time is terrifying. Exhausted is an amazing affliction, they're good at preventing movement, and if you decide to dodge a certain type of attack against them, they can simply swap to another style and keep going. Punish Arms makes me cry.
BOTTOM TIER:
Ascendril. Spec into fire resistance. Cure Dissonance, walk away if you get branded, and part the water or raise icewalls to prevent Tsunami spam. Their saving graces (ANNOYING saving graces) are Tsunami and Reflect, both spammable, and Waterward. If you die against one, it's because you either didn't keep waterbreathing up or didn't cure Dissonance and they stuck loneliness on you from Tone Creeps. Sometimes this will happen because of extremely unlucky procs from vibes/watersprite.
Sciomancer. Spec into cold resistance. Same as Ascendril, but they don't have an ent that strips your blindness so they can get lucky Voidgaze spams.
Zealot. Sure, it's immune to clumsiness and has a better audit, but it has fewer active cures and requires more limb focus on the torso and head to get those cool Infernal Shroud kills. People I've seen lose to Zealot in 1v1 fights usually just never bothered parrying torso or head because they were ignorant of the mechanics. I think it's perfectly preventable though. They also get Telepathy Tether, but moving a single room and touching shield works just as well.
Scariest classes? Luminary and Archivist. Easy choice.
I can't believe I'm posting here again. Two things:
1) Indorani not a loss? Uh, ok. As far as I know, most of us have largely or completely disengaged with the game, and the other organizations we were part of have suffered for it. Not sure how this isn't a loss considering the guild's population and activity pre-deletion, especially in such a tiny game. But sure, ok, spin it however you like.
2) I haven't seen the fruit of whatever lessons you've learned about communicating. I've been waiting on replies to emails for what I can only describe as unreasonable lengths of time, and I've even tried pinging @Tiur via a forum message. No response, but this self-congratulatory point about communication appears shortly after my last attempt. It seems like there continues to be a tendency to simply avoid dealing with issues. Plus, you still have staff who've made homophobic jokes across global channels, participated in shit-talking players with (other) players via possessed mobs, and otherwise communicated unprofessionally. Do you intend to put these lessons you've learned into practice at any point?
I'd delete em if I could! @Teani knows what's what.
Basically, self sufficiency is for single player games. I want people to need to be part of an org and work together. I see little benefit in artifacts that circumvent that.
There's no reason "Being killed by city A" would need to be programmed in as a factor for an NPC's influenced rate to drop for city B, C or D. If it were to be calculated in at all, it would make more sense to be factored as simply a negative to the influence rate of the offending city and have little-to-no impact on the defending champions.
"Those dicks kill us all the time and you guys come by to help us sometimes, thank you guys so much! The orphans from the other guys' slaughter collected donations to give you in appreciation for your efforts, whatever they may be!"
*edit to add: If city A wants to win over an NPC from city B, it should be done within the influence system themselves, not through PK or PvE.