Re: Ideas for 4th and 5th classes
'Shapeshifting' is a thematic skin for what I'd call a 'modal playing style'. By which I mean, the class switches between modes to suit different situations. What the Paladin might have been if there was more importance placed on switching between auras.
It doesn't work like that in diablo II. I don't think there is a single build that utilises both werewolf and werebear forms, and very few that use werewolf or werebear in combination with human form. One of the reason is the annoying cast time I believe, something you can't get around.
However, shapeshifting has an other use in diablo II. It introduces elements to mele play that you could in implement on other character, such as the barbarian or paladin (and they are cool too according to some).
Take forinstance rabies. You can put in on the barbarian or paladin. They simply don't have that kind of magic. Or take the leech skills, again, it doesn't work. Heck, even Fire Claws wouldn't really fit any other character.
And in a game where leech won't be on weapons (diablo III), it's interesting to offer limited leech in a mele situation.
A minor thing that it add is a dual function for one skill. Fire claws and hunger function slightly different for the different form. thus, one skills gets a second dimension.
Barbarians. You're saying they have a different approach to melee combat, that is, this other class is focussed on taking on foes in as small groups as possible, but then what is the Barbarian strategy?
Lets have a look at a few different stun skills.
The barbarian has war cry. It's a circle that stuns the monsters, thus it's best used when monsters are surrounding the barbarian as this will result in a higher number of monsters that are stunned.
Next, we have the druids Shock Wave skills. That skill has a direction, making it quite useless when surrounding. Only a small number of monsters will be stunned. that's not what you want.
The last skill is the assassins mind blast. It's designed to not be cast close to the assassin - it would have a mechanism similar to that of the druid or barbarian. It's designed to stun monsters that aren't close to the assassin and convert a percentage of them so monsters certainly won't close in. A surrounded assassin might still make good use of the skill, yet not to the full extend as once the stun is over, monsters will start attacking her (while at range, they would attack the converted monsters).
You see, different approach of very similar skills.
Or look at the multihit skills.
Whirlwind is best used when the monsters are close together. That way, there won't be a piece of the whirlwind radius circle that doesn't cover monsters and your damage output will be as large as possible.
Next, we have the paladin with zeal. This skill only hits 5 monsters tops. So when surrounded with 6 monsters, it's not good as one monster will not be hit. On top of that, zeal can focus all attack on a single target while whirlwind can't.
The we have the druids fury. Similar to the paladin yet with one very nasty downside. It is highly interruptible. So when surrounded, you risk not being able to attack at all.
Then the skills that only hit two monsters tops (and lets take jab with it). These are certainly not aimed at multiple monsters as only one or two will be hit at one time.
However, lets look at the barbarians approach. Frenzy offers huge frw increase. The problem is that it offers to much frw making it (for me) impossible to control the character. So when you don't use this skill in a huge pack, you will often run lost (something that clearly isn't good).
The only skill that doesn't fit is the amazons fend. It greatly benefits from being surrounded while the character clearly isn't made for it.
Yet 5 out of 6 isn't bad.