Rogues possess too many damage modifiers when you view them from a balance perspective.
50% plus 50% plus 30% plus 5 % plus 100% plus x % plus flat plus base plus this plus that Dark And Darker Gold.
This means that rogues can be triggered by 1 tap or do nothing. It makes starting rogues feel awful. They’re good at 7 damage when they stab players. 14 however, with their low strength stat reduction nets less than base. When combined with flat or armor reductions, this is too to be seen in the early stages of.
I sat in a state of meditation as a wizard wearing the helmet and the flat shield. I finished my full meditation as a level 1 rogue stabbed at me fifteen times. I got up and shot him. How is that “fair”? Or “fun”. I was not able to kill him because I was on a box which he was unable to break with daggers, and my character was blocking his way up. He literally had nothing but chest shots that he could strike. He stabbed me for like 5 or 6 minutes. I ended up having 70 percent health. Pretty sure a green health pot could have fully healed him. But give them a blue short sword and they 1 tap barbarians.
Other than cheaters/netcode/etc, hard wired issues will be addressed by issues with release, damage scaling has to be more in line with defense scale. The current damage scale is exponential, quadratic, and inconsistent.
Health and armor don’t attain a level that is high enough to justify how much damage could be, which results in huge disparities in base classes.
Wizards and Rogues cannot kill mobs , while barbarians are able to 1 tap actual players. To large a gap.
Certainly a great incite here.
There’s definitely some good incite here my friend. But there is also numerous things you missed. It’s going to take some time to cut this into parts and discuss particular topics Dark And Darker Gold for sale. So I’ll simply share my thoughts in a general way built around rogue and wizard that you decide to mainly talk about.