The mechanics aren’t too complex, however they all help to add some depth to the melee fight and make melee encounters less about quality of gear Dark And Darker Gold, and more about the player’s skill.
How are devs supposed to know that we’re interested in these things when we aren’t expressing our need for them and explain why we’re dissatisfied with the current system?
Feedback of new/unexperienced players is still important (maybe not the ultimate be all for balance however it is still important) If you wish to get a lot of people to start playing. Everyone will start out as a newbie at some point as well. The ??????? rougher the experience the less of them will get through it. If you must take on a sport for an extended period of time, or develop a skill at an activity before it gets excellent, is it actually excellent? Does the answer to this is even relevant if a huge majority of people will never attain that level?
Furthermore, I don’t know, but I believe many of the complaints stem from the fact that fighting most opponents feels like smacking on them with an inflatable pool noodles or some random skin bones dead man who blows his lungs every five seconds, and is 10 times as healthy of a living human being.
I’ve played for about two hours, one time as a ranger and some as a rogue a little bit of the others, but mostly as a cleric. I played the whole goblin Dungeons, and I got out more than two times cheap Dark And Darker Gold, mostly due to the fact that I joined forces or formed the truce with a group of people (via aggressive teabagging) who didn’t take on each the other.
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