As you begin to make adjustments, like most developers, your instinct will be to take the most effective characters and make them less effective through reductions. As you move forward, those reductions will make other characters appear over powered in comparison. Which will lead to more reductions. Creating a misery loop for your players. The inevitable outcome is a roster of characters with meaningless 1sec powerless skills that are little more than novelties.
Instead, you could break from the traditional approach of endless reductions and try something different by monitoring the characters people flock to and instead of making them weaker, bring the least used characters up to their level of effectiveness.
By weakening characters people enjoy, your only going to upset people that love them. However, if you make other characters stronger you’ll have a more positive reaction to your adjustments. Which leads to more enjoyment of your game. Which should be your top priority if you want people to keep coming back. Sure, it’s more challenging that way, but the effort will reap better results than the easy solution.
Reducing something that is “game breaking” due to an erroneous input or other mistake is one thing, but double & triple nerfing people’s favorite characters because they’re slightly more effective than the others is only going to cause unnecessary drama. And there’s already enough drama with the gamer class without double & triple stacking more issues on top of it.
Who knows, you may just end up with fewer complaint threads and more positive reactions.