Unless you’ve made MultiVersus your obsession over the past few months (if you have, I’ve probably seen you around the ol’ Sky Arena) you might not even realise that the game has a distinct class system, splitting the characters up depending on their abilities. There’s the hard-hitting Bruisers like Batman, the projectile-focused Mages like Bugs Bunny, the close-range speedster Assassins like Arya, and the uh, supporting Supports like Steven Universe.
On paper, this system makes sense, especially considering MultiVersus’ love of status effects and generally being a bit more data-driven than other platform fighters. That being said, there have been so many issues with the class system since launch that it feels like the mechanic is just weighing the game down.
Related: How Did Disney Not Do MultiVersus First?
Frankly, MultiVersus’ classes are just pointless, poorly explained, and yet another hat on a hat for the game. One of my issues with MultiVersus is that it can feel like it constantly has too much going on. Cooldowns, status effects, and several other factors are yet more hats. The class system just adds more confusion than is needed for a platform fighter that’s already more complicated than the rest.
The placement of characters also doesn’t really make a lot of sense. Sure, on paper Steven Universe makes sense as a Support class, considering his character and the fact that he can shield opponents, but he’s also got moves that hit harder than any of the Bruisers. Speaking of Bruisers, why is Batman put into that class if he’s faster than any of the Assassins?
The same can be said for Reindog, another Support class, who has one supporting move and a ton of heavy-hitting melee attacks and projectiles. It doesn’t make
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