The prevalence of the Bard and Cleric in the meta is a direct consequence of the remarkably short time it takes to eliminate opponents. Including Bard and Cleric in a team composition is imperative. In the absence of a support class consistently buffing you before and during battles, you become highly vulnerable to any damage-oriented class. Whether it’s a Mage, Rogue, Ranger, or any other damage-focused build, the outcome of fights is often determined by who lands their initial shots.

Many players find low-gear fights enjoyable, and it’s not difficult to see why. These engagements provide ample room for maneuvering, where each strike carries weight. Even if you make an early mistake, there’s still room for a potential comeback. Such battles offer a much more enjoyable experience compared to those decided by a single devastating blow.

My suggestion is to reduce damage across the board, not targeting specific classes, but rather all classes collectively. To prevent support classes from becoming disproportionately powerful as a result of these nerfs, their buffs and healing abilities should also be adjusted accordingly. The rate at which gear scales is excessively rapid. We receive numerical increases along with stat buffs as we obtain higher rarity gear.

The substantial impact of gear on players diminishes the challenge of PvE content and creates an imbalance in PvP encounters in many situations.

I genuinely hope the developers consider scaling things down to promote fun and extended engagements, akin to low-gear games. This is precisely why the game is so enjoyable in the first few days after a reset. However, as players accumulate gear with attributes ranging from 25 to 30, and the damage scales to such high levels that only an 85% physical reduction Fighter can endure multiple attacks, the game begins to lose its appeal. Additionally, the Fighter falls to two powerful Wizard spells, but the Wizard succumbs to a single shot from a well-equipped Ranger, and so on.

In prior playtests, the limitation on spell charges seemed to create a balanced environment for support classes. However, the introduction of clarity potions, the ability to gain spell charges while sitting, and the Bard’s song, which actively restores them, have disrupted this balance. I’m not implying that these changes are inherently negative, but without additional adjustments to the game, they undermine the fundamental systems designed to maintain pacing and game balance.

One of the key aspects of the fantasy archetype diverging from typical shooter games is that it doesn’t solely rely on twitch reflexes and headshots. Not every game genre necessitates instant player elimination, and preserving this diversity can be valuable.

Build your team with your friends, then open the Dark and Darker treasure chest, get more Dark and Darker gold quickly. Good luck.