Well, many things have already been said by the previous posters. Lack of engage/disengage, unreliable protections, a dumb Heilang etc. But above all, I think the problem about balancing Tamer is based on this simple question : what is our role? With good gear and high AP, we can do the job. yes, that’s it, “do the job”, but nothing more. In every aspect, a class can do better than us and we can not even consider tamer as a good all-around class, we’re just a poor all-around fighter at best. Having a summoned beast is not a role in itself, it is just a part of our toolkit ; so, what is our main strength? Damages? We’re decent on this aspect but we don’t have an insane burst on the tamer herself ; and it is logical because part of our damages are linked to Heilang’s follow-ups… But what if the little doggy keeps on crushing pebbles near our opponent? We’re losing efficiency and there’s no way to compensate it. Resistance? Hell no… SA were helping us as any other class, and we lost many of them like any other class. Still we can’t say it was our main force anyway, as our remaining SA are still unreliable. Combo ? We used to be really good at it, that’s why we were good at 1vs1 and less efficient in mass-pvp (because long combo means death in this case). But now… With CC removal we lost this ability and it clearly impacted our efficiency. CC? Well, we have some, and even a grab… Yep… Mobility? We’re good but not the best. As we’re not good on frontlines and not efficient for ranged combat, we still are assassins / flankers, but how can we do it now? The obvious way (but not the only work to do) would be to work on Heilang, lore-wise it should be one of our main strength. Heilang should be able to reliably do its follow-ups on the right target, so our damage output is not impacted. He should not “fall asleep” in the middle of a fight, I mean stop moving without any reason. We should be able to give him orders while moving, like the “attack” order (some classes are in movement while doing insane sword slashes, we can’t move when we’re saying a word? Come on…). We should be able to “tame” him more : offensive mode (he attacks our target, defensive mode (he attacks the one who’s hitting us) or neutral ; and obviously, he should quickly react and stick to a target until he hits or the target is too far ; I don’t want him to run between 2 opponents just because he’s on defense and 2 enemies are attacking me, for example. In this case, it would be better if Heilang could teleport back to us at any time, but still have to run to a target when he’s attacking or it could become OP. One suggestion, that follows the previous idea : we should have access to his skills and link them to our own skills. Every Heilang’s skills would have its description, hard CD, no anicancel and we could decide with which tamer’s skill it should be activated, maybe adding a delay and a side for the attack (from the front, the back, the side of our opponent, or whatever) and after how much time he should stop trying to do the skill if the opponent quickly disengaged in the meantime. Again, Heilang must be quick to react for this idea to work fine, and we would truly feel like “tamers” with such a function. That’s one way to give back a specificity to tamers, but we could explore other ideas with Heilang’s existence (beware, these ideas are clearly more crazy than the previous one) : Tamer are using shortsword and Bo as her weapon. What if Heilang’s power was giving us an increased range on our skills? Our lack of resistance could be balanced by the fact that we are not close-ranged fighters anymore but medium ranged-fighters. If you don’t see what I mean, think about Scratch and the “black claw” effect during this skill ; this black power could increase our range. Or another idea, what if Heilang’s power was changing the nature of our or Heilang’s attacks and skills? They would be neither physical nor magical, their power would not increase comparing to the actual situation but they would be able to partially cut through SA damage mitigation, partially ignore the effect of skills like Protected Area, and break guards faster than other skills? Here we are, we now have a dangerous role of “armor breakers”! I know, I’m just dreaming but I have the impression that devs can’t really balance tamers because they simply don’t know what to do with them… Knowing that would help defining the necessary changes.