Hello, I played both new Rogue and Marauder up to lvl 50. The new rogue is amazing but marauder is a bit weird.
Debuffing and negating damage does nothing for a class with unstoppable. You just waste turns debuffing enemies which is not what you need.
The new DF tree is ok but no momentum is quite big.
If possible, I would just differentiate the two classes by giving marauder the old dual weapons tree and the old total thuggery.
Momentum was a bit out of place for a rogue because they lacked combat veteran and conditioning, but the new duelist is bad on marauder because they lost momentum so, why not giving every class the tree with the best synergy?
I'm just saying this because after playing a lot of the old marauder it felt like one of the best designed classes in tome (I've got 1k hors of total playtime so I've tried many of them
I don't know if this was intended but the way the class plays is now much different. The old marauder was a glass cannon that had to kill everything before unstoppable was on and if you failed, you were out of stamina and defenseless. The new one has 0 stamina problem, less DPT and more damage mitigation so you're more like a tank with a 7 turns invulnerability skill.
For example, I would take elemental harmony on the old marauder to increase my chances to kill during unstoppable but with the new one I would go for tinkers to increase my durability since I can last a lot even without unstoppable.
It's not that the new marauder is weaker, it's just less unique and the class design is not as clear as it was before.
Just my two cents, cheers!