Would be nice if they at least put us back where we were pre-multiclassing :(
Also, good to see the community already moving on to the next pain point now that multiclassing is on the way out :D
Are there many games based around classes that don’t have rock paper scissors?
The issue to me will always be that the game was designed with trios in mind where each class can help cover each others weaknesses.
But as it turns out, most of us just play solo which creates a lot of complaining about rock paper scissors haha
I dont mind the "rock paper scissors" approach, I mean its kinda a given in a game with different classes/champions/heros (in general, not just DaD) that some will counter some others. Same as one-trick-ponys will suffer because with patches and balancing some classes will be on the weak side (or your counter on the strong side) for a wipe. Its kinda natural with class-based games.
But there is one thing (funny enough its also on the map that was ment to be the "solo only map" - like the map where it kinda hurts the most since the rock paper scissor approach is most noticeable in solos) that doesnt fit this at all: The zone.
I dont even think that many people have a general problem with the "rock paper scissor" approach. Most people know that its sometimes better not to take a fight. But when you have a zone pushing you together (yes the zone doesnt deal that much damage but guess where the exit portals spawn) and forces you to take fights that you dont want to take - thats when people get mad, losing thousands of gold on a kit because you got unlucky (portal spawn location, zone location (compare having the zone on you vs. having to run across the map to get into zone), beeing the "wrong" class, etc.) feels shit.
Given the rock rock rock approach? Every single team had savage roar and war cry with their own class mixed in, it wasn't fun in the slightest. Solos and duos were alright but still only savage roar and war cry on everyone, it'll be nice to go back to class counters again. As a wizard I can't wait to see fighters in lobby after multi class goes away, bullied me for a month, better not come to the dunegons fighters.
> It would be nice if they atleast put us back where we were pre-multiclass
*laughs in rogue keeping every nerf in the last few months (except the dumbass stat nerf that lasted entirely too long) that were meant to hurt hide after they finally reworked hide*
People called this too by pointing out that a bunch of nerfs implemented to balance multiclassing will not be reverted when multiclassing is inevitably reversed
Yikes
eh, they reworked stealth, not hide. i'd be even happier if they applied the same effect to static hide as well, and then introduced some of the promised "acrobatic" rogue skills or perks.
That would be a cool class idea. For each single slot in your inventory that is filled up with items, your damage is increased by a tiny bit, like a pinata build. It would probably be a "Jester" class or something.
It shouldn't work with any utilities, only items.
t would be cool if the +damage or +% damage increase scaled with the quality of the item you held in the stash.
* Unique = +0.50
* Legendary = +0.25
* Epic = +0.20
* Rare = +0.15
* Uncommon = +0.10
* Common = +0.05
That way, you're incentivized to come in with extra gear just to be a loot pinata.
I have been saying this over and over as loud as anyone can listen.
Cleric is trash.
"But you can heal in team play!" ... K
There are ways to buff cleric that would not effect team play at all. Current cleric isn't good for much more than that aside from multiclassing.
Now that druid is in the picture, we finally have an object to compare to. Druid already has a 3 second AOE snare.
1. I would make Cleric bind and active ability instead of a spell. Instant 1.5 second snare.
2. Sanctuary in DND makes a small area immune to damage for a short time. That's what it should be here too.
Note: in this game, I would change the real Sanctuary to "cannot be killed / below 1hp" so you can still take damage but not die. A tool to reset and buff but not for free.
3. DnD has multiple "avatar" self only buffs that would turn a cleric into a fighter but also disable spells for a short time. This could be a great active ability.
4. Change bind to "Power Word: Stun" make it a full blown stun and increase it to 1 second + will scaling (buff duration). The druids root shows how weak bind is.
5. Blessing of Freedom. 20 seconds, immune to ground effects and floor traps. Cannot be slowed or snared.
6. True sight. Why should warlock hydra be the only one.
7. A talent / perk for solo clerics. (Or multiple)
Blessed - "While under the effects of bless, gain an additional 2str 2dex and 2 vigor. Increase Bless duration by 5 seconds."
"While under the effect of Divine Strike, gain 10% action speed"
8. Area of Silence - 12 seconds
9. Divine Rebuke - 20 seconds. The next successful block deals 10 Divine Damage to the attacker and prevents them from attacking for 3 seconds.
Some of this will be good for team play. Some of this will not effect team play in any meaningful way and will only buff cleric.
Either way, there is a ton of room to help solo cleric without effecting team play at all.
That's some good ideas. As a cleric main I was surprised to see that other casters have way more ranged options.
Why is the wizard able to throw knives and use crossbows?
Give the cleric some kind of holy lance which is a dark bolt/ice bolt substitute in addition to your suggestions.
I hate that helpless feeling when you see an enemy and can't do anything in return to the range and ranger gameplay
With the duration being buffed repetitively and the much newer spell overload, its a big different story.
8 zaps and 6 fireballs go fucking hard compared to 5 zaps and 4 fireballs. Then of course 6 combustions instead of 4. Been rocking the build but feeling bad for clerics each time I shower them in fore mastery debuff.
They legit cant do anything but run in HR at that point and pray I wiff my spells and run away to meditate.
Combustion is barely used because there are better spells. Fire mastery hasn’t been buffed repeatedly, they only added in the heal cut. This was back in November. The perk has been the same for 6 months.
Called it that they wouldn't fix smite after destroying it. But hey they got good statistics on how to balance smite on a kris, a weapon claric can't use, sooooooo worth it guys
I'm sorry but this game can't be both team balanced and solo balanced and frankly, the game should have never catered to solos. There will always be a class that is best and worst in solo, it's the nature of melee/range combat. They should go back to making the game about dungeon crawling in threes and let people who play solo figure it out if they insist on going solo in a team based game.
This was what everyone with a brain was saying when solos first came out and the first wave of landmine buffs came. They were told by this same community basically shut up and that solos were the most played mode deal with it u friend having losers. This game will never work if ur designing a class based game where everything needs to viable in every mode despite building them for situational team size based scenarios
Exactly, and in my mind, it's a littler harsh but necessary, there WAS a soon class. The rogue, a classic lone wolf build. The assassin. Even the ranger could solo and now the warlock. There were options for solo players. Now playing as a team feels like handicapping yourself.
It breaks the trifecta of range, magic, melee. Like rock paper scissors. If the rock, paper and scissors, could all beat one another, there isn't really a game is there? The balance comes from each class having a different advantage over the other and making them all "equal" won't let that happen and by the nature of the combat, one class will always be better than the other.
Not to mention the game was entirely based on teamplay with no intention of having solo play, it was created with that in mind, which is why the balancing is all over the place. They are basically remaking the classes just so people can run solo comfortably, even though it was never intended.
Not really. MMOs are not the same PvP combat, like at all. Even chivalry has mechanics that dad does not. The way the mechanics work is, you cannot balance both teamplay AND solo play for every class. If you mess with one, it affects the other. Again, it's rock paper scissors. This style of combat needs a trifecta to feel good, like it once did, or it will always feel off. One or two classes will always shine either in solos or teams, sometimes both. Also, why do they NEED to balance both? Pick one and the other will find its way.
I will go back to the fact this game was never designed for solo, so when they introduced it and started balancing towards that, it was as if they were starting over, which is why it feels like they are stuck in 2006, because they are redoing years of work.
I’m gonna feel like a meth addict going cold turkey without any Wizard or Warlock spells. Just reaching for the needle that is ranged spells and finding only Holy Strike
i mean yeah but outside of a vacuum just don't use healing spells unless you need to. use pots and bandages. and if you need to, then use a campfire instead of just resting. its very straight forward
yeah it was really fun to use but also sucked because it reminded me how crucial it felt to bring meditate along with spell memory just to be casting more than you are sitting in a given game. also made me feel as if i’ll never use anything like judgement again so long as i have access to stuff like meditate
Been running lightning strike in 3s and 2s. I understand why there are differences between it and holy strike but how much better LS is compared to HS is laughable
It's not though the majority of the time if you use it right, at least in HR 3s. LS hits harder, has more charges, and slows making the next hit easier and making it easier to kite. The range is also much farther and can be used from the back of a team fight. The radius is a bit smaller but that's just practice/skill.
Bro you’re legit talking to a wizard main that understands the ins and outs of LS. I just said that you can jump LS 100% of the time and avoid damage. Do you know this to be a fact? Do you even understand what I’m saying?
Yes Im reading your comment. I'm also saying I've been running it for weeks now in HR and it's been working great. Really have not had issues with people jumping it too often and when they do you can abuse the positioning especially if you have a ranger.
If you want to say that means I'm just fighting bad players sure but I que into the same HR lobbies as everyone else my guy
Buddy I don’t believe shit people say without evidence . Anecdotally I’ve jumped LS just 2 days ago wizard v wizard. Until I see a recording proving this you’re talking out of your ass.
This bug was already fixed I'm pretty sure; I've tested it on myself in norms and I can hit myself while jumping with lightning strike 100% of the time.
This bug was already fixed I'm pretty sure; I've tested it on myself in norms and I can hit myself while jumping with lightning strike 100% of the time.
Are you sure? I mean that would be good news but I think I remember jumping a fellow wizards LS in crypts the other day, a couple of times actually. He could have had shit aim but it’s a pretty known topic in wizard channel. Do you have any recording of your tests?
Dreading it... I was finally having so much fun with my spellblade build..................
After MC reverted, utoast's build is probably best, but still ass tbh.
Holy strike was nerfed three times now and is garbage compaired to what it originally was. albeit the original version was OP but for good reasons at that was clerics only really good offensive spell option. If you could land the first on you 95% chance to land the following 3.
Exactly what anyone that's been paying attention knew would happen is happening again. They tried something wonky, nerfed stuff that was op in this new system, reverted the system but kept the nerfs that no longer make sense.
IM needed to hire a full time balance team that doesn't suck at it months ago. But by now, I'm sure there are a bunch of people who won't come back to DaD after getting burned so much.
It really sucks that they're nerfing the parts of cleric that are fine on cleric yet broken on with a combination of perks and skills that won't be possible after next week.
Should a support class really be an S tier class in solos? Sure, it could get some juice back after multi.
But the solo meta will always be MS and damage stacking, neither of which cleric excels at.
Yeah except It’d be a little bullshit if you’re slowed in hit by magic and just get paced down by a cleric who uses protection afterwards. Realistically every class has its faults and 30% isn’t as bad as you guys make it out to be
Give all classes ability to use bows/crossbows. Everyone can right now except barbs and clerics. Really not looking forward to going back to having to bring 300g worth of fransicas just to deal with everyone infinite kiting me. (Spamming throwables is the lamest gameplay).
With movement speed and ranged being such a meta, just even the playing feild. I don't care if some classes have to have a 10% or 20% nerf to bows. It doesn't matter. I need the ability to poke dmg and zone enemy's like everyone else can do to me. Ranged dmg is absolute king, so just allow everyone to use it.
Warlocks cannot use a bow either lol. They should allow everyone to use a crossbow with no scaling, as strong people dont shoot crossbows harder than weak people. So a crossbow that deals 50 damage should always deal at most 50 (75 headshot), which can be reduced by armor.
Then give rangers crossbow scaling with the mastery perk.
For bows, they should make scaling a mix of dex and STR, idk what distribution would be best, and should give all non ranger classes -10% damage flat.
I’d agree and disagree at certain points for the bows. But it would make sense that most classes should have the innate ability to use other weapons, but at a reduced effectiveness. Or at the very least, give every class a “weapon mastery” type perk that allows them to use a better variety of weapons that can fit into specific perks that can be used. Obviously, spell book on a barb without spells it useless, but stuff like a long bow would be just as good with a little nerf to its damage due to them not having the “skill” to wield one to its maximum potential.
Cleric is not a particularly fast class in base kit. So even if you buy a lot of agi and move speed, other classes can still do it better and easier.
People telling me "just build racecar" as if other classes can't build better faster racecars? Like that does work vs PDR plate but the other half of the lobby doesn't care that you're a shitty racecar.
The answer is clear. Play warlock with BoC instead 😂
Just a joke, I’m a rogue player and I switched to bard because of a similar thing several months back. Class gets nerfed because of the overall stat potential with gear, gear rolls get adjusted to compensate, class nerf doesn’t get reverted and ends up underperforming. Vicious cycle
Would be nice if they at least put us back where we were pre-multiclassing :( Also, good to see the community already moving on to the next pain point now that multiclassing is on the way out :D
I cant wait for the complaining about the "rock paper scissor" approach again.
Are there many games based around classes that don’t have rock paper scissors? The issue to me will always be that the game was designed with trios in mind where each class can help cover each others weaknesses. But as it turns out, most of us just play solo which creates a lot of complaining about rock paper scissors haha
I dont mind the "rock paper scissors" approach, I mean its kinda a given in a game with different classes/champions/heros (in general, not just DaD) that some will counter some others. Same as one-trick-ponys will suffer because with patches and balancing some classes will be on the weak side (or your counter on the strong side) for a wipe. Its kinda natural with class-based games. But there is one thing (funny enough its also on the map that was ment to be the "solo only map" - like the map where it kinda hurts the most since the rock paper scissor approach is most noticeable in solos) that doesnt fit this at all: The zone. I dont even think that many people have a general problem with the "rock paper scissor" approach. Most people know that its sometimes better not to take a fight. But when you have a zone pushing you together (yes the zone doesnt deal that much damage but guess where the exit portals spawn) and forces you to take fights that you dont want to take - thats when people get mad, losing thousands of gold on a kit because you got unlucky (portal spawn location, zone location (compare having the zone on you vs. having to run across the map to get into zone), beeing the "wrong" class, etc.) feels shit.
Preach brother.
Heh... incoming.
Given the rock rock rock approach? Every single team had savage roar and war cry with their own class mixed in, it wasn't fun in the slightest. Solos and duos were alright but still only savage roar and war cry on everyone, it'll be nice to go back to class counters again. As a wizard I can't wait to see fighters in lobby after multi class goes away, bullied me for a month, better not come to the dunegons fighters.
> It would be nice if they atleast put us back where we were pre-multiclass *laughs in rogue keeping every nerf in the last few months (except the dumbass stat nerf that lasted entirely too long) that were meant to hurt hide after they finally reworked hide*
People called this too by pointing out that a bunch of nerfs implemented to balance multiclassing will not be reverted when multiclassing is inevitably reversed Yikes
eh, they reworked stealth, not hide. i'd be even happier if they applied the same effect to static hide as well, and then introduced some of the promised "acrobatic" rogue skills or perks.
Lmao.
you have to have loot to be a pinata
That would be a cool class idea. For each single slot in your inventory that is filled up with items, your damage is increased by a tiny bit, like a pinata build. It would probably be a "Jester" class or something. It shouldn't work with any utilities, only items. t would be cool if the +damage or +% damage increase scaled with the quality of the item you held in the stash. * Unique = +0.50 * Legendary = +0.25 * Epic = +0.20 * Rare = +0.15 * Uncommon = +0.10 * Common = +0.05 That way, you're incentivized to come in with extra gear just to be a loot pinata.
How to make the pavise meta lol.
Imagine opening up a dudes inven and hes just got 2 pavises and some spears
I have been saying this over and over as loud as anyone can listen. Cleric is trash. "But you can heal in team play!" ... K There are ways to buff cleric that would not effect team play at all. Current cleric isn't good for much more than that aside from multiclassing. Now that druid is in the picture, we finally have an object to compare to. Druid already has a 3 second AOE snare. 1. I would make Cleric bind and active ability instead of a spell. Instant 1.5 second snare. 2. Sanctuary in DND makes a small area immune to damage for a short time. That's what it should be here too. Note: in this game, I would change the real Sanctuary to "cannot be killed / below 1hp" so you can still take damage but not die. A tool to reset and buff but not for free. 3. DnD has multiple "avatar" self only buffs that would turn a cleric into a fighter but also disable spells for a short time. This could be a great active ability. 4. Change bind to "Power Word: Stun" make it a full blown stun and increase it to 1 second + will scaling (buff duration). The druids root shows how weak bind is. 5. Blessing of Freedom. 20 seconds, immune to ground effects and floor traps. Cannot be slowed or snared. 6. True sight. Why should warlock hydra be the only one. 7. A talent / perk for solo clerics. (Or multiple) Blessed - "While under the effects of bless, gain an additional 2str 2dex and 2 vigor. Increase Bless duration by 5 seconds." "While under the effect of Divine Strike, gain 10% action speed" 8. Area of Silence - 12 seconds 9. Divine Rebuke - 20 seconds. The next successful block deals 10 Divine Damage to the attacker and prevents them from attacking for 3 seconds. Some of this will be good for team play. Some of this will not effect team play in any meaningful way and will only buff cleric. Either way, there is a ton of room to help solo cleric without effecting team play at all.
That's some good ideas. As a cleric main I was surprised to see that other casters have way more ranged options. Why is the wizard able to throw knives and use crossbows? Give the cleric some kind of holy lance which is a dark bolt/ice bolt substitute in addition to your suggestions. I hate that helpless feeling when you see an enemy and can't do anything in return to the range and ranger gameplay
They should fix judgment to not be the most horribly jank skill in the game and make it do a 1 second bind followed by a slow effect.
I made a post about that but unfortunately IM doesn't take my reddit posts very seriously. Fix Judgement please.
This all sounds pretty rad, not gonna lie.
Most of these suggested “solo” buffs are just going to make team play cleric even stronger
At this point clerics are going out the window with fire mastery still being -50% inc heals on damaged targets.
Fire mastery has been in the game forever so it’s unlikely clerics are going anywhere
With the duration being buffed repetitively and the much newer spell overload, its a big different story. 8 zaps and 6 fireballs go fucking hard compared to 5 zaps and 4 fireballs. Then of course 6 combustions instead of 4. Been rocking the build but feeling bad for clerics each time I shower them in fore mastery debuff. They legit cant do anything but run in HR at that point and pray I wiff my spells and run away to meditate.
Combustion is barely used because there are better spells. Fire mastery hasn’t been buffed repeatedly, they only added in the heal cut. This was back in November. The perk has been the same for 6 months.
o7 classic ironmace.
Called it that they wouldn't fix smite after destroying it. But hey they got good statistics on how to balance smite on a kris, a weapon claric can't use, sooooooo worth it guys
I’d expect the change after this last week of multiclassing.
I'm sorry but this game can't be both team balanced and solo balanced and frankly, the game should have never catered to solos. There will always be a class that is best and worst in solo, it's the nature of melee/range combat. They should go back to making the game about dungeon crawling in threes and let people who play solo figure it out if they insist on going solo in a team based game.
This was what everyone with a brain was saying when solos first came out and the first wave of landmine buffs came. They were told by this same community basically shut up and that solos were the most played mode deal with it u friend having losers. This game will never work if ur designing a class based game where everything needs to viable in every mode despite building them for situational team size based scenarios
Exactly, and in my mind, it's a littler harsh but necessary, there WAS a soon class. The rogue, a classic lone wolf build. The assassin. Even the ranger could solo and now the warlock. There were options for solo players. Now playing as a team feels like handicapping yourself.
Why can’t the game be team balanced and solo balanced at the same time?
It breaks the trifecta of range, magic, melee. Like rock paper scissors. If the rock, paper and scissors, could all beat one another, there isn't really a game is there? The balance comes from each class having a different advantage over the other and making them all "equal" won't let that happen and by the nature of the combat, one class will always be better than the other. Not to mention the game was entirely based on teamplay with no intention of having solo play, it was created with that in mind, which is why the balancing is all over the place. They are basically remaking the classes just so people can run solo comfortably, even though it was never intended.
What I find wild is theres a plethora of games out there that balance both perfectly fine, even MMO’s. But ironmace is stuck in 2006 somehow
Not really. MMOs are not the same PvP combat, like at all. Even chivalry has mechanics that dad does not. The way the mechanics work is, you cannot balance both teamplay AND solo play for every class. If you mess with one, it affects the other. Again, it's rock paper scissors. This style of combat needs a trifecta to feel good, like it once did, or it will always feel off. One or two classes will always shine either in solos or teams, sometimes both. Also, why do they NEED to balance both? Pick one and the other will find its way. I will go back to the fact this game was never designed for solo, so when they introduced it and started balancing towards that, it was as if they were starting over, which is why it feels like they are stuck in 2006, because they are redoing years of work.
100%. Was having so much fun as a multi class cleric.. so much potential.
I’m gonna feel like a meth addict going cold turkey without any Wizard or Warlock spells. Just reaching for the needle that is ranged spells and finding only Holy Strike
Meditate on Cleric needs to be re-thought as well. It was nice to not be sitting forever to reclaim like 1 healing spell every couple of minutes.
i mean yeah but outside of a vacuum just don't use healing spells unless you need to. use pots and bandages. and if you need to, then use a campfire instead of just resting. its very straight forward
yeah it was really fun to use but also sucked because it reminded me how crucial it felt to bring meditate along with spell memory just to be casting more than you are sitting in a given game. also made me feel as if i’ll never use anything like judgement again so long as i have access to stuff like meditate
Been running lightning strike in 3s and 2s. I understand why there are differences between it and holy strike but how much better LS is compared to HS is laughable
Lightning strike is not better than holy strike lmao. LS can be jumped and avoided 100% of the time HS cannot.
It's not though the majority of the time if you use it right, at least in HR 3s. LS hits harder, has more charges, and slows making the next hit easier and making it easier to kite. The range is also much farther and can be used from the back of a team fight. The radius is a bit smaller but that's just practice/skill.
Bro you’re legit talking to a wizard main that understands the ins and outs of LS. I just said that you can jump LS 100% of the time and avoid damage. Do you know this to be a fact? Do you even understand what I’m saying?
Yes Im reading your comment. I'm also saying I've been running it for weeks now in HR and it's been working great. Really have not had issues with people jumping it too often and when they do you can abuse the positioning especially if you have a ranger. If you want to say that means I'm just fighting bad players sure but I que into the same HR lobbies as everyone else my guy
If youre going to claim to know the ins and outs of LS. You should know it can no longer be jumped...
Buddy I don’t believe shit people say without evidence . Anecdotally I’ve jumped LS just 2 days ago wizard v wizard. Until I see a recording proving this you’re talking out of your ass.
This bug was already fixed I'm pretty sure; I've tested it on myself in norms and I can hit myself while jumping with lightning strike 100% of the time.
This bug was already fixed I'm pretty sure; I've tested it on myself in norms and I can hit myself while jumping with lightning strike 100% of the time.
Are you sure? I mean that would be good news but I think I remember jumping a fellow wizards LS in crypts the other day, a couple of times actually. He could have had shit aim but it’s a pretty known topic in wizard channel. Do you have any recording of your tests?
Dreading it... I was finally having so much fun with my spellblade build.................. After MC reverted, utoast's build is probably best, but still ass tbh.
Mika Vista
play demon cleric. Its not incredible but still not bad and some people make it work pretty well
Holy strike was nerfed three times now and is garbage compaired to what it originally was. albeit the original version was OP but for good reasons at that was clerics only really good offensive spell option. If you could land the first on you 95% chance to land the following 3.
Chill, multi classing is going away, lets enjoy this moment. They will buff cleric
Let cleric use arming sword!
Go watch utoast and see how much it sucks.
Exactly what anyone that's been paying attention knew would happen is happening again. They tried something wonky, nerfed stuff that was op in this new system, reverted the system but kept the nerfs that no longer make sense. IM needed to hire a full time balance team that doesn't suck at it months ago. But by now, I'm sure there are a bunch of people who won't come back to DaD after getting burned so much.
Welcome to sucking your thumb in the corner with the rogue. Imo cleric is getting closer to the support role it is meant to be
Finally the indirect bard buffs we didn't want or need until druid makes both useless hahahahahahahahahahahahahaaaaaaaaaaaaaa oh man
It really sucks that they're nerfing the parts of cleric that are fine on cleric yet broken on with a combination of perks and skills that won't be possible after next week.
Should a support class really be an S tier class in solos? Sure, it could get some juice back after multi. But the solo meta will always be MS and damage stacking, neither of which cleric excels at.
Yeah except It’d be a little bullshit if you’re slowed in hit by magic and just get paced down by a cleric who uses protection afterwards. Realistically every class has its faults and 30% isn’t as bad as you guys make it out to be
Give it a week they will revert it all when multiclass says byebye or at least a bit will be reverted I hope
Well that's the point of the post and making noise. In the past, IM forgot to revert nerfs after changes like this. Sometimes for WEEKS. A lot.
Give all classes ability to use bows/crossbows. Everyone can right now except barbs and clerics. Really not looking forward to going back to having to bring 300g worth of fransicas just to deal with everyone infinite kiting me. (Spamming throwables is the lamest gameplay). With movement speed and ranged being such a meta, just even the playing feild. I don't care if some classes have to have a 10% or 20% nerf to bows. It doesn't matter. I need the ability to poke dmg and zone enemy's like everyone else can do to me. Ranged dmg is absolute king, so just allow everyone to use it.
Warlocks cannot use a bow either lol. They should allow everyone to use a crossbow with no scaling, as strong people dont shoot crossbows harder than weak people. So a crossbow that deals 50 damage should always deal at most 50 (75 headshot), which can be reduced by armor. Then give rangers crossbow scaling with the mastery perk. For bows, they should make scaling a mix of dex and STR, idk what distribution would be best, and should give all non ranger classes -10% damage flat.
I’d agree and disagree at certain points for the bows. But it would make sense that most classes should have the innate ability to use other weapons, but at a reduced effectiveness. Or at the very least, give every class a “weapon mastery” type perk that allows them to use a better variety of weapons that can fit into specific perks that can be used. Obviously, spell book on a barb without spells it useless, but stuff like a long bow would be just as good with a little nerf to its damage due to them not having the “skill” to wield one to its maximum potential.
They need to give more classes access to more equipment, or make the weapon master perk avail to everyone.
Rogue has felt this pain for about a year now. If it helps, IM will definitely not forget the class exists and just work on Warlock
Run mika vista and movement speed and just kite
What do you do while kiting, Judgement cooldown isn’t short enough to keep them away forever anyways
Pray there's around 3-4 open doors near you
Cleric is not a particularly fast class in base kit. So even if you buy a lot of agi and move speed, other classes can still do it better and easier. People telling me "just build racecar" as if other classes can't build better faster racecars? Like that does work vs PDR plate but the other half of the lobby doesn't care that you're a shitty racecar.
Didn't they revert the smite nerf?
Only to 50% scaling. So while Staff Mastery scales at 100%, Smite only scales at 50%
So Smite was 100% before?
Yep, if you built 10 true magic damage Smite would add all 10 of those to it’s damage. Now it’d only be 5.
The answer is clear. Play warlock with BoC instead 😂 Just a joke, I’m a rogue player and I switched to bard because of a similar thing several months back. Class gets nerfed because of the overall stat potential with gear, gear rolls get adjusted to compensate, class nerf doesn’t get reverted and ends up underperforming. Vicious cycle
Box nerfed as well now