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Rogues have too many damage modifiables

Submitted by Devon456 on Tue, 04/18/2023 - 18:01

I've played the game for around 2 hours, certain times as a ranger Dark And Darker Gold, some as a rogue, some of the others, but mostly as a cleric. I went through the whole goblin the dungeon and escaped at least two times, mostly because I teamed up/formed a truce with people (via intense teabagging) who didn't want to fight each another.

This game is PvPvE. Not PvEvPvP lol. That sounds weird. But it's ok. If they make crowds "smarter" Then more people are going to cry than creating bullet sponge mobs. They're not that strong. Most people don't get the perk system. This is due in part to the lack of information on tools and not a lot of information. However, there are also those who are scared of trying out and dying to find out the answer. The perk system is a huge the issue in this game. It is imperative to be more transparent.

Rogues have too many damage modifiables

Design. Fantastic theoretically. Implementation is not great, but workable. Flat damage is a poor design in a game with different attack speeds for spells and weapons. Wizards need to start with daggers and orbs also known as crystal swords, not the staff.

Make sure that hit regs are fixed and more than one offensive spell a possibility for wizards( I've done the math, but only 1 spell is available for magic missiles, pve and chain lightning that is used in pvp. fireball kill the wizard quicker than opponents.

Chain lightning cannot be used to fight ranged enemies because its range is tiny Dark And Darker Gold for sale. it's not suitable for close range melee enemies as it can kill you in 1 or 2 shots. It is a very small range, it's "skill" is directed at dead bodies of mobs and then sending it back onto enemies at max distance.