With the release of version 1.0, we can assess the game as a whole. What can I say? It is seriously unbalanced.
Class A vs. Class B:
I’m the Spriggan at the Center.
To explain the difference between the classes, I present the image below:
Ignoring the fact that it’s a non-FULL equipped Spriggan versus a fully equipped Falconer, it’s impressive that the Falconer has skills that extend beyond the screen of my 29-inch Ultra Wide monitor.
I cannot kill anything because he explode the screen.
Trade Factions vs. Beggar Faction:
Today, someone from the trade faction can instantly assemble any build with LEVEL 3 of their faction. All unique items cost less than 30K gold. Easy and quick. I reached LVL 85 with my Spriggan and only managed to get the unique belt in the Soulfire Dungeon. The Relic that summons BEES required me to form a group to play in the corresponding timeline. And even then, it didn’t drop for me, Level 5 in the Beggar faction, but it did for someone from the trade faction.
The result is, WHen i play in group, i’m the most ultra poor and weak player. See my Party photo:
Beggar Faction Needs a STRONG BUFF.
We need a target Prophecies to get important uniques for builds.
Please!!!
1st - call for buffs of weak classes - not nerf for good ones.
2nd: i think the item factions arent even meant to be balanced - they refer to vastly different playstiles.
people who trade will somehow always be better - IF they can afford the trades.
but i yet agree, the prophecies could really be a bit more … interesting. having one randomly random item - like all other random items - is just meh.
i also thought there would rather be like “farm you build specific stuff” rather than “have +1 roll out of 20 rolls you already get in the game by drops”
In response to the balance issue you mentioned - They need to aspire to make the rest of the classes more like the Warlock and Falconer. They are much more fun to play as let’s say a Forge Taurd.
In reality other classes should be brought up in line with those 2 classes for the fun factor. Long cooldowns and zdps isn’t fun game play for the majority of the player base. There are things they can do to accomplish this, they just need to take the time when they get that time to go into those older classes and update them.
As an example, Forge Taurd, needs more and better ways to bring up and maintain Forged Weapons, there a few things they could do to accomplish this, for one the mana cost on Forge strike is stupid high,
I would say a second balancing pass on the current mobs would be a good idea before adjusting the classes too much.
The damage and health variance with mobs seems to be a bit too high and has weird scaling with certain level groups. It very much feels like a PoE patch where they end up doing a second pass because people are getting 100-0’d by a random overtuned mob.
This would ensure a baseline for classes moving forward. I feel the current challenge is scaling classes around such a huge variance in mob health, density, and damage.
i immediately abandoned Forge guard, seeing this thing only has a 25% chance of spawning a weapon aside from playing a whirlwind build (god i HATE THESE since d2 came out ^^)
so yeah there are builds that are quite - clunky.
also what i must say is, they should bring in line monsters and bosses more.
i had two builds that basically rushed through maps and got hit by a truck by oriboros afterwards.
make mob maps a bit harder in the lower ceiling, so we actually realize early on the build isnt optimal (by placing some more bossy bosses into the echos)
zipping through normal/raremobs and then hitting a brickwall is … surprising ^^
Don’t hold out, reroll. Devs arent going to balance classes, you are better off playing a different class or quit untill next cycle…and hope you like/pick the most broken class next cycle.