As for the definition of a rogue. The base DMG is low due to a reason Dark And Darker Gold. They stack poison really fast. Punches in bunches as poison builds. If you’re looking to perform an instant kill build, the rapier is the best choice. Lock pick definitely needs a better grace time. There are many factors that must be adjusted with respect to all classes.
Don’t get me wrong. I’m not saying that the game is perfect by any means. However, there are many issues that need to be thought of out and beyond. Many things that are hidden that people aren’t aware of or that are even possible. Sorry Im neglecting many points you have made. However, I’d like to play! If there’s something that you want me to touch on in greater detail. Feel free to point that out. This is an excellent debate topics that can give the Devs quality feed back.
Barb gets a total +10 weapon damage
What is everyone’s opinion in the present numeric portion of things stemming from special perks or abilities of classes?
This is because I’ve discovered that Barb receives a flat +10 weapon damage to axes as a perk which basically bumps the weapon damage up approximately 1-2 levels of rarity. It puts their basic axes at par with the Common one.
I’m making this point due to the fact that other increases in perks and abilities don’t provide as significant an advantage, generally being 5-12% at best (1 which is 2 points for 10). The only other boost in power from a perk or skill that is close to the similar amount is Rogue’s Weakpoint Attack skill, which decreases the defensive capabilities of the target by 50 percent.
I get that the percentage must be higher as daggers have less power in the stats department in general, but there is the case that 50% of even the dagger with the lowest power is about 7.5 points Dark And Darker Gold for sale. The moment you get up to even common that increases to around 10.
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