So after trying out Grand Chef and Dark Warrior I noticed they aren't terrible classes, they're actually quite decent, it's just when you fight classes with "steroids" is the real issue since they don't have any. What are "steroids"? They are OP skills/class items. Now imo instead of giving GC and DW their own steroids why not just nerf the other classes steroids, since it will remove a ton of the rng from PvP and also make it take so much more skill. Need proof it will? Kid budokai. What makes Kid Budokai so respected is that it takes a lot more skill and less RNG, what makes it like that? No class in it has a OP aspect about them except DC, which is why so many make them.
(Note: all the changes below must all come together in one package, not one or two, or it will be a huge imbalance. Also this will obviously effect PvE but it's not like that didn't need major adjustments to begin with as well. Also I want to note that I don't think i'm some kind of genius with this stuff, most of this stuff was from how things were in KR, back when no one complained about PvP balance.)
Here's are what I think are steroids for classes in DBOG and a vitamin (minor buff) to replace it with and I will be adding more with more proper research:
Steal Life: Like I said, I actually played DW, which is heavily based off naturally having loads of P def. Now SL, is based off P def, and when I was fighting a SK who was equally geared to me, he used that and bam he healed faster than I could deal damage. Ridiculous. It's a strong DoT that also heals you, do I need to say more? I understand SK needs to be Phy and Eng so why not just buff Cleave and nerf SL? It's Phy and based off dodge so this will help them against Ultis since they just resist SK's whole kit.
Hesitation: Okay 1 minute CD and 23 duration, looking at it from the skill calculator you wouldn't see it as such a huge problem, then you play it and see the damn CD reduction is -36 seconds... Making it so you don't even need upgraded armors because you just skill lock your opponent, and you can go full speed so you don't even need a upgraded sub weapon... Not to mention you only need mediocre CD rings to spam it. It's just sad really. The RP ability would make more sense if the CD was more like 2 minutes, I don't even think this needs a vitamin to replace it since Karma's are really good.
Needle's "Damage increased when a critical hit is successful": The reason why they gave them that cancerous effect is because needle's bleed could easily be countered with a good anti bleed necklace because the duration was 10 seconds. What should have been done is made the duration longer but nerfed a bit the damage of the bleed for proper balance. For example HSN: 16 seconds bleed SHSN: 18 seconds bleed. That of course is also a vitamin.
Dodge Pot/Thunder: These two pretty much gives Fighter's a free round depending on what class he chooses to use it on. No classes should have class exclusive items like this since it's very unfair for others. And Thunder is a OP DPS move, that even has some players thinking Fighter is supposed to be more of a DPS than SM. For the Vitamins to replace them, make solar flare -90% when maxed instead of 70% like it already was at one point. Sure, unlike dodge pot it has to land, but it's better because you can use it every match-up. Also make Swiftness 20 seconds CD. This will also make fighter's show their true meaning.
Super Kame/Con. Disks/Giant Kame's "Damage increased when a critical hit is successful": These two skills make a turtle required for party budokai. One good crit and boom your whole party is dead. The effects should all be deleted since one shots are an obvious steroid. As a vitamin Giant Kame's CD should be lowered and Scatter Shot should be buffed to around 589 dmg and 296% maxed for exmaple, which would also make this class more than just a bunch of kamehameha waves.
Multiple Sword Slashes KD: With reflect now not being able to be kill like it should be, this is just more OP than ever and takes no skill to pull off and i'm a SM main myself. Also they were never meant to have this and was added later on in the game, they are mainly a DPS, not a single target Plasma majin like some think. Just remove it entirely. As a vitamin I would buff MSS to 868 367% dmg for example.
Dragon's Punishment: It's kinda balanced since it takes up 1/3 of their EP pool but nonetheless it still heals you up really good. The LP recovery should be around 716% maxed for example. DW's always needed a larger EP pool being only 4k, so that should be their vitamin, to around 7k EP for example, I mean what's the point of having all that LP but your EP is at 0 during long fights?
Pleasant Feeling: What the skill does is fine, it's just the CD on it. This is one of the main reasons why Ultis trash SMs, because a SM can land 1 kidney and he'll cure himself, and by the time it lands again PF will be off CD again. Maxed it should be 40 seconds CD, since they're already built off resistance. As we all know Ultis are very OP but under played because you're forced to be fat or a girl as your character. As a vitamin make Res% on equips capped at 120%.
Bold Strike: This alone is what makes any unskilled SK pretty much dominate any Fighter/SM who isn't very smart. Why should something so tanky even have such a strong DoT? SK was meant to only be a bit stronger DPS than DW, not have all these really good DoTs like Curse, Steal life, and Bold Strike. The bleed should be removed since the base damage on humans is already really good, and as a vitamin makes props to the way they were before (For all classes aswell). Since they won't be a strong DoT class I don't think props will be as overpowered on SKs as it was before.
Crit %: Now I know everyone who plays a crit reliant class is going to start raging but hear me out. It's stupid DPS classes has to crit to deal good dmg. Even SM's base dmg with x1.5 from behind effect WITH glaring slash on a tank is pathetic, even non tanks with full +15 armor can tank just 1 +15 sword crit. Also I hear people wanting it so STR/SOL is good enough to equip, like it was in KR, so I think buffing up STR/SOL to how it once was is good, so it's more consistent and less RNG, but of course crit % has to be capped. I remember it was like this for a couple days in DBOG and all the DPS classes were happy because they felt like a DPS, but crits were just broken since crit % wasn't capped and that's all that was needed to be done. It should be 1 STR/SOL for SM/turtle = 3 P/E dmg, Fighter/Karma/Plasma = 2 P/E dmg. Crit % should be capped at whatever 1 legendary crit % weapon gives off at the current cap. This will lead to much more options for DPS aswell instead of just stacking crit %. Crit rate or STR/SOL gloves? Or even CON or STR/SOL pants? Turtle's crit % buff will be useless though so the Crit% in it should be SOL instead.