Over the course of playing roughly 100 games (almost entirely duos), it has come to my attention that the "Frosting" class is overpowered, unfun, and generally takes away from the game in its current state. Contention 1: Overpowered. The Frosting class can overpower any other player of roughly equal skill easily just by spamming a couple of slowness snowballs. The only downside I can see, is a rough early game, where the roll-out is either delayed because of waiting for defensive blocks, or unprotected because of no defense blocks; however, picking the latter almost every time can be supplemented by holding and winning a stronger front line due to the snowball advantage. Because the snowballs are projectiles with knockback, it can be hard to even approach any islands as another team. Once midgame is reached, if a Frosting team got a solid hold on the beacons, there is next to nothing other teams can do to halt their progress beyond sneaking to the Frosting team cake and praying that it is unguarded. In the late game, any and all teams with equal gear will find it very difficult to win against Frosting due to there being no way to counter slowness other than a cake RNG speed potion. Contention 2: Unfun. Whist playing under the effects of a slowness debuff, gameplay becomes unfun and frustrating. This is a subjective point, but I feel that every other class gives while Frosting takes. The builder gives you blocks, Fighter gives you hearts, Archer gives you arrows, but Frosting, Frosting takes away a players mobility, and combat effectiveness. When approaching a Frosting player that is not a bot, defensive play is the only super viable option. Any attempt to cross a narrow bridge will result in a potential snow ball that knocks you off, and if you get to the player, the slowness will allow them to easily combo you. It creates unwarranted stress and limits options. From my point of view, it only serves to take away from the game. Suggested Reworks: A solution I would enact to balance the class would be to leave only the knockback from the snowballs, and take away the slowness. This would serve to leave a strong early and mid-game, while it would also make the class a bit more approachable, but also give the class more options in combat. Pvp would be improved because knockback from a snowballs is a good combo starter, it does not leave the recipient completely vulnerable. But if the slowness had to stay, I would suggest only letting the player have but a single snowball that has approximately an eight second recharge. A rework like this would keep the class mostly the same, but it would hinder any attempts at spamming, make bridges safer, and only allow one combo-ed player in a fight per Frosting player. The way I see it, Frosting has a bit too much going for it, and it needs to just have some attribute(s) taken away. Conclusion: Giving players an early projectile that has late game application is overpowered. The slowness makes players a bit too susceptible to combos, and limits most options of non-Frosting players. The few setbacks that comes with selecting the class mostly revolve around limited blocks in the early game, however; this does not matter much when one can win any struggle against one's cake when pvp is almost always a guaranteed win. Frosting is an everything class, and needs to be an archetype. Thank you for reading.