As someone who is at lower end of the super players(r10 solo players) and being one who CAN and DOES solo r5's at level on a heroic Competionist. I can see how the casters specifically need to be toned back a bit (r5 Proof is in the poison the casters are doing total damage through all my MMR and gear adsorption over 500 points of damage even on a save.) so I can see were OP is coming from. As far getting weaker.... its a hit or miss on that front. See end to read what I mean in general
When it comes to advancing in your character your base will set you up for either success or failure and well also player skill and build knowledge (I can give my hp tank lock to anyone doesn't mean they can use it even though its nearly unkillable once it hits level 12) the other thing is gear I outline this kind of in the list at the end but in summary your gear adds to your base.
Thing is you TECHNICALLY can run reaper on a first life toon (if VIP) and be just fine sure your gonna be stuck to low reapers until you get enough point and hit legendary but HC has proved is not only possible but I personally have done it. Thing is a lot of the damage scaling comes down to classes and mob types. A Ice Sorc is going to SHRED Taming the Flames for example but they gonna get nuked right back.
Also some quest in F2p are much MUCH harder then new content (PiitP, Shavarath, some Vale quests to name a few) others are easy. Once you get gear though it tends to be the outliers that you feel more then the average quest (casters just hurt period) as far as Damage goes though it depends on the class some have crap starting damage and great late/epic/legendary damage others they peak early, hell some are just average all the way through and just have high DPS to make up for it.
As someone who played this game before ship buffs were a thing TRUST ME they add a TON of DPS and survival to any character. don't believe me next time do a life without ever getting ship buffs and you will see the difference especially if you don't use any pot boosting. (those weren't a thing either back then.)
That all being said I can see where your coming from as well as were new players are gonna DROWN trying to under stand what I mean. but just read the list below its a general idea of classes from my experiences playing them. other then that really its just power scaling with your character more then anything mobs scale to match your Perceived threat level. (technically speaking once you hit level 12 your considered a person capable of destroying a town or even a small city and once you hit epic well most small countries may as well just surrender..... Legendary welp the continent may as well surrender) as your character by the time it hits level 30 is technically a demi god level threat (the terask for example would just be paste on your shoe if taken from the book as is once you hit 18) there are monsters far stronger then the terask in the MM's in PnP but thing is there are also MUCH MUCH more powerful spells and ways to use even low level spells that make them extremely dangerous.
So ya as an advanced player its all perspective.... most my throw together builds can solo elites or even reapers but I have the knowledge to back that up.... now just the bullet points left.
----
Melee
- High damage out the gate
- Tend to die more often in the low to mid game
- Some times EXTREMELY Gear picky depending on build
- Damage scaling drops quickly in mid-high level
- Epic-Legendary Damage Spikes again
- Tend to Survive longer then any class in high - legendary reapers if geared correctly
Casters
- low damage near the very start
- Low hp if not geared correctly
- Tend to get one shot in reaper if it reaches them (or get out right nuked from champ casters)
- Semi gear dependent (only need to up 2 types of spells {acid/fire example} and a DC item)
- Damage scaling SPIKES in mid to high end content
- Tend to have massive nuking in high to legendary content even in reaper depending on quest.
Range
- mid level damage in low end with HIGH DPS depending on class
- Can have Close to the same HP as melee IF artificer other wise mid HP all around
- Tend to have crap gear selection through out leveling
- Damage Spikes in mid levels but HIGHLY Reliant on enhancement and weapon bypassing
- CAN nuke single or multiple mobs if built correctly though Kiting is a must if swarmed
- Can solo some quests if an average build even in epic/legendary reaper (solid build required, good gear, tomes optional)
Healers
- Tend to not have high damage ever unless built correctly (tend to spike at the start and level out in mid)
- Can some times keep up with nukers/DPS in damage once fully geared (gear is a must) Mid - high HP
- Extremely Gear heavy if trying to do damage and not die
- Can usually survive in reaper till mana runs out
- Generally single line or single target damage till mid/late game
- Can do reaper ok (not recommended) unless your build is designed for HIGH damage low SP usage
Trappers
- Tend to have the HIGHEST DPS (IF sneak attack is counted) otherwise low 1vMob damage if melee Ranged Damage dependent on Trees
- Can Survive Through MOST traps and Reflex save required hazzards otherwise squishy
- Requires Trapper gear to be effective as well as other gear to not get one shot (heavy gear farm may be required)
- Lots of Weapon choice so highly adaptable builds (range builds with correct tree can handle reaper solo IF player skill is able to memorise ai pathing and trigger AI behavior as wanted) Though recommend a group as again Squish
- Single and line based DPS, some AOE damage but Damage scale is average
- Epic Damage spikes if correct tree's used otherwise recommend not soloing reapers or epic/legendary
Bards
- WEAKEST of the starting Classes
- low/mid level solo reaper possible (12+ solo reaper viable gear heavy tho)
- Squishy even into late game
- High damage output and/or great CC great for solo/party buffs though its an advanced class if you wish to solo high difficulties
- HEAVY Gear Farm required,
- Advanced AI mechanic's and quest knowledge required for solo reaper (damage output scale increases until mid when it spikes till epic)
- AOE based Damage Mid epic - legendary Reaper is viable even solo again advanced players only (otherwise run with group almost none complain about bard buffs)
Special cases
Artificers
- Low hp until mid game if going unyielding tree otherwise mid hp
- unlike rogues they not as squishy and can handle more may LOSE EVASION if gone Unyielding tree
- Can be gear relent if leaning more spell oriented other wise low gear requirements just standard trapper gear
- LOW damage scaling (most of your damage comes from passive weapon effects)
- Solo Reaper viable just be careful near the start use dogo and turrets
- Epic - legendary reaper viable don't rely on dog or turrets though as it will cause more problems.
Warlocks
- LOW-mid starting damage (stays on the lower end of all classes if bursting otherwise high damage late game)
- Squishy until level 12 if going Burst temp hp lock otherwise average hp
- Semi gear relent (mainly 1 or 2 element types and maybe DC depending on pact)
- Reaper solo viable once level 12 for burst lock otherwise be careful but still viable
- Weapon choices average if doing melee, ranged not recommended unless splashing
- Epic/Legendary reaper viable Damage Spikes at normal intervals just weak at the start
Alchemist
- ..... NOT RECOMMENDED FOR SOLO REAPER.... crappy healers EXTREMELY SP heavy
- low starting damage once multi vial unlocked damage spikes
- Squishy depending on build
- mid gear farming required to not be squishy in mid -legendary content
- HIGH DPS/NUKING (again will go empty fast not solo recommended)
- If running reaper stick to groups even if not spell focused
Druid
- this is a mix of Melee and caster/warlock (low starting damage)
- not much to say on this one really Mid hp
- Gear heavy
- Reaper viable near mid game
- Crap armor selection
- Can Solo reapers even in legendary
----
so ya TLDR Difficulty and damage scaling varies A **** TON