Not only is it the worst, it’s the least innovative and boring class to play.
Zealots and Bullet Marker are very well designed, not only on class performance but offer new mechanics, new styles of play and great synergies with existing classes.
Shadowmancers are interesting in design as well, a wizard class that offers defensive and escape mechanisms. Many synergies can be found with existing classes too.
What does Matador offer?
Capote - Swash buckling with some debuffs that don’t offer much impact.
Muleta - relies on enemies to hit you first, which is not great. Probably the only new concept sklll.
Paena - stronger version of Sept Etoiles.
Ole - crit rate buff (complementary buff to Epee)
Paso Doble - AOE version of Wagon Wheel
Backslide - gimmicky but not necessary most of the time. Don’t be out of position in the first place.
As you can see, many skills are either underwhelming or just the same concept as existing skills repackaged with a little extra on top.
The only real synergy for Matador is Fencer as it is locked behind rapier use, and even then the synergy is not great. You’re forced to go Fencer 3 > Matador 1 or Fencer 2 > Matador 2
Fencer 3 > Matador 1 - you get half-baked level 5 skills.
Fencer 2 > Matador 2 - you lose out on too many signature Fencer skills that you might as well not be considered Fencer anymore. Epee, Au Fer, Balestra, Flash are all part of Fencer’s core kit.
This puts Swordsmen in a very bad position once rank 9 comes out. It limits advancement options for a lot of rank 8 classes.
They really need to redesign Matador’s skills and concepts instead of trying to add more attributes to its skills to salvage its horrible design. Some ideas might be to allow the use of 1H spears or remove penalties for wearing shields for Paena. Even though it breaks the concept for Matador, at this point I feel it might be necessary otherwise Matador is too restrictive and niche at this point and feels like a wasted class altogether.