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Armor and health do not reach levels darker

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Armor and health do not reach levels darker
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icon 22.03.2023 icon 0x icon 139x
Being the lockpickers in Rogue's world is cool .... but locking is not good. It's almost impossible to unlock something with the screen/sever/and animation delay. You don't even have a the chance to unlock a feature that starts on the top. In addition, it doesn't even have the Red part of the GOOD part? what?

Rogues possess too many damage modifiers to count when viewing them from a balanced perspective.

50% plus 50% plus 30% plus 5 % plus 100% plus x % plus flat plus base plus this plus that.

It's like rogues that you can either tap or do nothing. It makes starting rogues feel terrible. They can do 7 damage with when they stab players. 14 but minus their low strength stat reductions, it nets less than the base. In combination with flat reductions, this is too early.

I sat in a state of meditation as a wizard wearing the sword and armor. I finished a full meditation as the level 1 rogue who stabbed me 15 times. I got up and shot him. What is "fair"? Or "fun". He could not kill me because I was on a table that he could not break using dagger and the character was blocking his body from the way up. He was literally left with nothing but chest shots to hit. He punched me in the face for 4 or 5 minutes. I ended up having 70% health. Pretty sure a green health pot would have the healing. However give them the blue short sword and they'll tap 1 barbarian.

In addition to cheaters, netcode and other hard wired can be fixed with release issues, Damage scaling needs to be more consistent with defense scaling. In the moment, damage is exponential, quadratic, and inconsistency.

Armor and health do not reach levels that are high enough for the amount of damage could be, which results in huge differences in base classes.
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