Hello,
Since I like to do those, let's do it in burgle bros. There is 18 characters, so it's harder to have a good view on all of them.
That list is only for 2&3 players.
1) Juicer (n): I think a great ability need to be able to save from a dead-end (if you are in a dead end, and guard is coming, you can create an alarm to make the guard change path and be safe). Then it can control the guard path, that let you sometimes make the guard move one more to make it end where you want it to be, and see his next destination and be able to adapt your next turn. And it can be played as support (even if it's not great) by creating alarms in others floors to help others. It's just not that useful at the start of the game, but you can't expect everything. As a bonus, you can infinite the guard, so make the guard to the same thing every turn and be able to do something positive. Like if situation is AXXGXXA with G=guard and A=alarm, and guard is moving 4+2, then it will do the same path every turn without increasing the movement over time.
2) Hawk (a): Being able to peek at a two away tile makes it the best character to peek at new tiles, it can early on be used at a fifth action if you aren't safe to be able to peek at an adjacent tile and adapt in function of it. It doesn't have much other utility, but is extremely good at what it do.
She makes the late part of the game much safer by being faster. After the third safe has been opened, that's where the problems arise.
3) Raven (n): Being able to reduce by one the movement of the guard make the floor 1 be extremely slow which is really good. Going to higher floor, that's still a good competence which delay the moment where the guard will move one more. It can be put in a random place to make the guard move one more to make the guard reach it's destination and be able to see his next direction to adapt. It can be used as support in another floor. Overall, a lot of small ways to make this ability good.
She makes the late part of the game much safer by reducing the guard speed.
4) Rook (n): Being able to move another player to gain 1 or 2/3 actions every turn make it a great support. Leave it at floor 1, and make the other player have 5 actions every turn, or make your whole team be able to pass a difficult deadbolt.
5) Juicer (a): Juicer advanced is a really weird character. It's in two parts but both are good and require different gameplay. The first one (which is the best one to hold) let you pick up an alarm and if it's the only alarm on the floor, make the guard draw a new patrol card, that let you give a second shot if the guard destination didn't pleased you. That can make it much safer to run into unknown tiles since you can pick up the alarm if you trigger one, and can manage differents problems (fingerprint on a dead end in a new floor per example). The second ability let you trigger an alarm in your position on your floor, that's a worst normal juicer but still a pretty good ability with most of the upside of it, I would advise to try to see what you can do with that ability, and if you find nothing great, use it to get your other power online.
You shouldn't play that character as a 'I will take that alarm because it's fun and get ruined by rng', but as an extra solution for most of your situations where you aren't fully safe. Having that option available to pick up an alarm gave you a lot of extra options.
She makes the late part of the game much safer.
6) Hacker (n): Hard to rate it because it's my least favorite character to play after rigger, but many players said it's good. You lose your ability to be able to control the guard, but can be much safer to move around. At the end, when all computer room have some hacks, his competence because much less effecient.
7) Acrobat (n): Again, not a character I play a lot, but moving to the guard tile give you lots of options, and is great in corridors, you can use that ability multiple time per turn which let you sometimes move through it to trigger an alarm and goes back to your starting position.
8) Acrobat (a): Making you able to move through floors gives you a lot of options, and make you able to move through most difficulty of the game at the cost of being extremely slow. Early on, you can move solo upstairs if needed to be able to have differents players on floors faster. Lots of options every turn.
9) Hacker (a): I would myself put it above the normal hacker, it's a character with the upside of normal hacker and being able to trigger an alarm if needed, and downside of being pretty slow.
10) Spotter (n): Seeing the next destination of the guard make it way safer. You can use it as support to see the next destination in another floor. But you can use it as an opener too since it's pretty safe.
11) Spotter (a): Play it at support in floor 1 and cycle events. That will take the whole game to cycle through them, but you will be able to hit some great one: +1 item & +1 stealth. You got some good ones like move upstairs & move a character to your tile. And many of them have some minor or situationnal utility. The gain of 1 stealth, especially in hard mode to your teammate can be extremely good.
12) Peterman (a): Being able to roll and add dices through floors is usually close to useless, but in some cases, that's gamebreaker. In difficult floors, especially at 2 players, you can avoid most or some of the difficulty of it.
13) Hawk (n): Peeking through walls is still a good ability, but compared to advanced hawk, you have less choices in the tiles you can peek. Still not a bad ability, but since it's the only thing this character can do, it look pretty bad.
14) Raven (a): Raven advanced is really interesting but really hard to play, you often need to take a random shot at it, but when that hit, you got a full extra turn. That can be used as suppor in another floor. Looking at the parity of it need to be done because if the guard move 4 each turn, that makes only 8 tiles possible for the guard to end. Triggering alarm in a dead end can make the control of the guard end tile be much clearer.
After each use of raven, immediately use your raven ability maybe you will want it later. At the end of your turn if your guard have no chance to end on your tile, don't use your ability since you can still use it at the start of your next turn. Often try to catch the guard during the end of your next turn.
Better in normal mode since sacrificing one stealth by moving on where the guard is present is a commun option available if you aren't safe since that makes the guard move away from where you are going and gets you an extra turn, instead of taking a chance to lose a stealth and still be stuck in your area.
15) Rigger (n): The extra dynamity could be a downside early on, but that with the choice of others loot can make it okayish. Not much to add, not really fun to play with.
16) Rigger (a): Same character without dynamite. Being able to choose items look better than nothing.
17) Peterman (n): Pretty boring character which make you open keypad and safe faster. Really situationnal already.
18) Rook (a): Rook advanced is extremely fun in 3/4 players games, but that doesn't look a good ability. You could pair it with advanced acrobat or similar to move the whole team above floors per example, or change the turn order, but overall that look pretty weak.
Thanks for reading, feel fre to give opinions or do your own list
Since I like to do those, let's do it in burgle bros. There is 18 characters, so it's harder to have a good view on all of them.
That list is only for 2&3 players.
1) Juicer (n): I think a great ability need to be able to save from a dead-end (if you are in a dead end, and guard is coming, you can create an alarm to make the guard change path and be safe). Then it can control the guard path, that let you sometimes make the guard move one more to make it end where you want it to be, and see his next destination and be able to adapt your next turn. And it can be played as support (even if it's not great) by creating alarms in others floors to help others. It's just not that useful at the start of the game, but you can't expect everything. As a bonus, you can infinite the guard, so make the guard to the same thing every turn and be able to do something positive. Like if situation is AXXGXXA with G=guard and A=alarm, and guard is moving 4+2, then it will do the same path every turn without increasing the movement over time.
2) Hawk (a): Being able to peek at a two away tile makes it the best character to peek at new tiles, it can early on be used at a fifth action if you aren't safe to be able to peek at an adjacent tile and adapt in function of it. It doesn't have much other utility, but is extremely good at what it do.
She makes the late part of the game much safer by being faster. After the third safe has been opened, that's where the problems arise.
3) Raven (n): Being able to reduce by one the movement of the guard make the floor 1 be extremely slow which is really good. Going to higher floor, that's still a good competence which delay the moment where the guard will move one more. It can be put in a random place to make the guard move one more to make the guard reach it's destination and be able to see his next direction to adapt. It can be used as support in another floor. Overall, a lot of small ways to make this ability good.
She makes the late part of the game much safer by reducing the guard speed.
4) Rook (n): Being able to move another player to gain 1 or 2/3 actions every turn make it a great support. Leave it at floor 1, and make the other player have 5 actions every turn, or make your whole team be able to pass a difficult deadbolt.
5) Juicer (a): Juicer advanced is a really weird character. It's in two parts but both are good and require different gameplay. The first one (which is the best one to hold) let you pick up an alarm and if it's the only alarm on the floor, make the guard draw a new patrol card, that let you give a second shot if the guard destination didn't pleased you. That can make it much safer to run into unknown tiles since you can pick up the alarm if you trigger one, and can manage differents problems (fingerprint on a dead end in a new floor per example). The second ability let you trigger an alarm in your position on your floor, that's a worst normal juicer but still a pretty good ability with most of the upside of it, I would advise to try to see what you can do with that ability, and if you find nothing great, use it to get your other power online.
You shouldn't play that character as a 'I will take that alarm because it's fun and get ruined by rng', but as an extra solution for most of your situations where you aren't fully safe. Having that option available to pick up an alarm gave you a lot of extra options.
She makes the late part of the game much safer.
6) Hacker (n): Hard to rate it because it's my least favorite character to play after rigger, but many players said it's good. You lose your ability to be able to control the guard, but can be much safer to move around. At the end, when all computer room have some hacks, his competence because much less effecient.
7) Acrobat (n): Again, not a character I play a lot, but moving to the guard tile give you lots of options, and is great in corridors, you can use that ability multiple time per turn which let you sometimes move through it to trigger an alarm and goes back to your starting position.
8) Acrobat (a): Making you able to move through floors gives you a lot of options, and make you able to move through most difficulty of the game at the cost of being extremely slow. Early on, you can move solo upstairs if needed to be able to have differents players on floors faster. Lots of options every turn.
9) Hacker (a): I would myself put it above the normal hacker, it's a character with the upside of normal hacker and being able to trigger an alarm if needed, and downside of being pretty slow.
10) Spotter (n): Seeing the next destination of the guard make it way safer. You can use it as support to see the next destination in another floor. But you can use it as an opener too since it's pretty safe.
11) Spotter (a): Play it at support in floor 1 and cycle events. That will take the whole game to cycle through them, but you will be able to hit some great one: +1 item & +1 stealth. You got some good ones like move upstairs & move a character to your tile. And many of them have some minor or situationnal utility. The gain of 1 stealth, especially in hard mode to your teammate can be extremely good.
12) Peterman (a): Being able to roll and add dices through floors is usually close to useless, but in some cases, that's gamebreaker. In difficult floors, especially at 2 players, you can avoid most or some of the difficulty of it.
13) Hawk (n): Peeking through walls is still a good ability, but compared to advanced hawk, you have less choices in the tiles you can peek. Still not a bad ability, but since it's the only thing this character can do, it look pretty bad.
14) Raven (a): Raven advanced is really interesting but really hard to play, you often need to take a random shot at it, but when that hit, you got a full extra turn. That can be used as suppor in another floor. Looking at the parity of it need to be done because if the guard move 4 each turn, that makes only 8 tiles possible for the guard to end. Triggering alarm in a dead end can make the control of the guard end tile be much clearer.
After each use of raven, immediately use your raven ability maybe you will want it later. At the end of your turn if your guard have no chance to end on your tile, don't use your ability since you can still use it at the start of your next turn. Often try to catch the guard during the end of your next turn.
Better in normal mode since sacrificing one stealth by moving on where the guard is present is a commun option available if you aren't safe since that makes the guard move away from where you are going and gets you an extra turn, instead of taking a chance to lose a stealth and still be stuck in your area.
15) Rigger (n): The extra dynamity could be a downside early on, but that with the choice of others loot can make it okayish. Not much to add, not really fun to play with.
16) Rigger (a): Same character without dynamite. Being able to choose items look better than nothing.
17) Peterman (n): Pretty boring character which make you open keypad and safe faster. Really situationnal already.
18) Rook (a): Rook advanced is extremely fun in 3/4 players games, but that doesn't look a good ability. You could pair it with advanced acrobat or similar to move the whole team above floors per example, or change the turn order, but overall that look pretty weak.
Thanks for reading, feel fre to give opinions or do your own list