At the end of the day, the amount of potential damage, etc. really has to take a back seat to player strategy are party cohesion. As an example, in my Tuesday Night game (two high-damage strikers) the Bard got a really lucky role and dispelled the enemy's magical base camp building. He was kind of excited until they saw they had triggered the final three encounters simultaneously and proceeded not to focus fire. The baddy's attack bonus were low enough that had they played smart, they had a decent chance of winning the fight.
One character actually lived to run away but they only killed two enemies in the whole fight.
In a group I play in, we don't always have a striker (and none are damage opt) and so long as we play together and focus fire we've never had an issue even when we get in to very dangerous situations.
Back to the original point, Slayers are durable strikers, Avengers are accurate strikers, Rogues and Rangers are glass cannon strikers, Barbarians are gambler strikers, Warlocks are fiddly strikers with lots of secondary versatility. None are better or worse as a class because all are equally good when played well in a group that complements them.
One character actually lived to run away but they only killed two enemies in the whole fight.
In a group I play in, we don't always have a striker (and none are damage opt) and so long as we play together and focus fire we've never had an issue even when we get in to very dangerous situations.
Back to the original point, Slayers are durable strikers, Avengers are accurate strikers, Rogues and Rangers are glass cannon strikers, Barbarians are gambler strikers, Warlocks are fiddly strikers with lots of secondary versatility. None are better or worse as a class because all are equally good when played well in a group that complements them.