A quick step that allows you to duck away from the incoming slow attack and exploit the opening with an attack Dark And Darker Gold?
This isn’t super complicated mechanically but they would all serve to add some depth to the melee combat and make melee encounters less about quality of gear and more about skill.
but then how are the devs supposed to know that we want these things if we don’t vocalize are desire for them and why we are discontent with the current system?
Feedback of new/unexperienced players is still important (maybe not the end all be all for balance, but it still matters) if you want a lot of people to get into the game. Everyone is going to be new at some point and the ????????/rougher an experience it is the less of them will see it through. If you have to play a game for a long time or get really good at a game before it becomes good, is it really good? Does the answer to that question even matter if a vast majority of people never get to that point?
Also, I don’t really know, but I think a lot of the complaints stem from the fact that fighting most enemies feels like smacking them with a pool noodle, some random skin and bones dead guy that blows farts every 5 seconds has 10 times the health of an actual living person.
I have played the game for about 2 hours, some as a ranger, some as a rogue, a little bit of the others, but mostly cleric. I played all solo goblin dungeon, I escaped a grand total of 2 times, mostly because I teamed up/formed a truce with people (via ferocious teabagging) who didn’t want to bother trying to kill each other Dark And Darker Gold for sale.
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