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Rogues come with too many damage modifiables - posted by lan anqi at Biophotonics.World
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Rogues come with too many damage modifiables

1 Apr '23 | By lan anqi


Also, I don't really know Dark And Darker Gold, but I'm sure a lot of the complaints stem from the reality that fighting most enemies is like hitting your opponents with a noodle and a random skin and bones dead guy that blows in 5 seconds of a flurry of bowels has an average health rate of 10x that of a living being.


I've played for about two hours, the majority of it as a ranger some as a rogue just a bit of other types, but mostly cleric. I went through every single goblin Dungeons, and I got out two times, mostly due to the fact that I teamed up/formed an agreement with other players (via the ferocious teabagging) who didn't take on each other.


The game's PvPvE. It's not PvEvPvP LOL. It sounds strange. But in the end. If they can make the mobs "smarter" Then more people will be crying than just getting bullet sponge mobs. That really aren't even that strong. It's just that people don't fully understand the perk system. This is due in part to the dry tips for tools and not a lot of information. However, there are also those who are scared of trying and dying to figure things out. Perks are such a big the issue in this game. They really need to make it more transparent.


Rogues come with too many damage modifiables


Design. Fantastic conceptually. Implementation is not great and not very practical, but still a viable. Flat damage is a bad design for a game that has the different speed of attack for spells and weapons. Wizards need to start with daggers and orbs and a crystal sword instead of the staff.


Fix hit reg and make more than 1 offensive spell usable on wizards( I have done the math Dark And Darker Gold for sale, but only one spell can be used for magical missiles, pve and chain lightning for pvp. fireball kill the wizard faster than enemy.


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