I agree completely, but, then again, this isn't a thread about what's fun to play, which I find often isn't the same at all as what's the most optimal. Viewing the game through the lens of optimization tends to focus the conversation on combat, both through DPR, nova damage, and battlefield control. Actual games of D&D aren't played in a whiteroom, and aren't solely focused on combat though. Depending on the campaign, and the amount of and importance placed on non-combat encounters of various sort really change the notion of both power and player enjoyment.
I'm assuming that this thread indexes more the mechanical and optimized element of 'power', as a yardstick with which to compare subclasses.
I went with wild magic sorcerer. Using it’s abilities can really mess you up.
In the case of other sub classes, they might not be optimal, wild magic is detrimental. Some subclasses might underperform based on setting or campaign conceits.
Not surprising that Beastmaster is topping the poll. Even WOTC halfway acknowledges it as such. However, the Revised Ranger and/or Variant Class Features UAs have done a good job of propping it back up.
As for the others, some are certainly the least appealing/interesting subclasses within that specific class, but they still have their niches where they'd shine, and aren't noticeably underpowered overall.
I used to think Four Elements was underpowered, until I read an explanation (I think it was here) of how it aligns near-perfectly to the Spell Point variant system in the DMG. When you view them through the lens of a Spell Point half-caster, with all of the usual Monk abilities, they're actually just fine. It just takes looking at it from a different perspective.
I've added the Knowledge Cleric. For records, the poll is currently at 21 votes total.I have been underwhelmed by the knowledge cleric
Cool idea, but really dull implementation.
blade'lock
This is exactly my point. I think it could have been done better rather than make it so DM dependent.Tides of Chaos is completely DM dependent. My tables DM's let a WM sorcerer roll on the table at least 2 times per session just so the player felt like they were getting some "use" out the ability. That seemed to work well.