I have played the game for 2 hours in total, certain times as a ranger, some as a rogue, just a bit of others, but mostly as a cleric. I played all solo goblin the dungeon and escaped more than two times, mostly because I formed an agreement with other players (via aggressive teabagging) who did not want to take on each other.
This game is PvPvE. It's not PvEvPvP LOL. That's weird. But in the end. If they make those mobs "smarter" And more people are likely to be crying instead of getting bullet sponge mobs. They're not very strong. Most people don't get the perk system. This is partly due to dry tips on tools and not a lot of information. However, there are also those who are scared of testing and dying understand things. Perks are a huge the issue in this game. They must create more transparency.
Rogues come with too many damage modifiables
Design. Fantastic conceptually. Implementation slightly subpar though it's a good idea. Flat damage is a poor design when playing a game with different attack speeds for spells and weapons. Wizards should begin with daggers and orbs and a crystal sword instead of the staff.
Make hit regs fixable and more than 1 offensive spell that is viable for wizards( I've done the math, but only one spell is viable for PVE, magic missiles, and chain lightning in pvp. fireball kill the wizard more quickly than the enemies.
Chain lightning can't be used to fight ranged enemies because it's range is limited, it is not a good choice for close-range melee enemies since it kills you in 1 or 2 shots. It has a tiny useful range as well. The "skill" is to aim at a dead mobs body and then throwing it onto enemies at max distance.
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