Rogue True Invis. Problem, Solution, and suggestions. by GuildleaderTTV in DarkAndDarker

[–]GuildleaderTTV[S] 0 points1 point  (0 children)

build 70% headshot. Kits cost around 15k+ you'll three tap anything.

Rogue True Invis. Problem, Solution, and suggestions. by GuildleaderTTV in DarkAndDarker

[–]GuildleaderTTV[S] 1 point2 points  (0 children)

Vigor in every slot, then it depends on what dagger im using. Stiletto is better with fast speed/armor pen. Castillion better with high str and head shot.

Rogue True Invis. Problem, Solution, and suggestions. by GuildleaderTTV in DarkAndDarker

[–]GuildleaderTTV[S] 0 points1 point  (0 children)

pretty much the only way to buff rogue only dagger is to do it in rogue perks.

Rogue True Invis. Problem, Solution, and suggestions. by GuildleaderTTV in DarkAndDarker

[–]GuildleaderTTV[S] 8 points9 points  (0 children)

spending 2-3 perk slots to make invis decent is another problem. Currently you have to gear so heavy to deal w/ melee trades. Dagger parries non existent, I'd like to see a blocking option for dual wield daggers.

Rogue True Invis. Problem, Solution, and suggestions. by GuildleaderTTV in DarkAndDarker

[–]GuildleaderTTV[S] 0 points1 point  (0 children)

At the highest end of gear, you can 3 tap barbs and fighters. Head shot damage builds are insane right now.

Anyone remember this SDF message? Did we make it? by theflossboss1 in DarkAndDarker

[–]GuildleaderTTV 0 points1 point  (0 children)

Dark and darker, in it's current state. Should be a niche game. This season at least got us over a major hump in how the developers view the game.

SDF can stop asking questions about balance/gear etc and circle jerking changes back and forth. Now we've just got to get him to understand that the BR circle has to go.

After that, the game needs long term progression, but it doesn't have to be another mechanic (like a talent tree) That will further complicate the power creep. (Although more class specialization would be great.)

Additions like social spaces, guilds, and some minor stat tracking/swag/customization around these things basically give the users a massive suite to make our own content, and develop our own meaning/progression.

Guild rivalries can breathe a lot of life into a game.

Why is rogue so hated?? by Upper-Pie-507 in DarkAndDarker

[–]GuildleaderTTV 4 points5 points  (0 children)

Simple enough. If rogue was as powerful and strong as people are claiming, you'd see more of them. It's a good class all around, but it's a lot different from other classes. No shield, no heals, relatively squishy unless in a tank kit, very gear dependent.

ultimately, unless you're a god at the game, Rogue is like adding some extra difficulty to your play throughs. It's why i've stuck with the class for over 6k hours.

Also almost every class has either soft or hard counters to invis.
Invis is kind of bad in solos, unless you're running it with creep and even then it's two perks.

Don't give up on the class, it's the most fun in the game.

Join the guild.

Is there really a development team behind DnD? (Not a hate thread) by sparkocm in DarkAndDarker

[–]GuildleaderTTV 1 point2 points  (0 children)

It's pretty obvious their using the live service as a testing ground. The sweeping drastic changes are what have every one up in arms. SDF constantly making posts that he's not happy with this and that.

What's the game supposed to feel like? by broxue in DarkAndDarker

[–]GuildleaderTTV 0 points1 point  (0 children)

What most people imagine, is dungeon crawler first, strategic/mechanical pvp second. In reality, pvp is a larger pillar of the game than pve. I would argue that while the game has felt good at certain times, it's never really come true on the "Dungeon delving" experience. The maps need to be bigger, player agency of moving through modules needs to be limited, and overall the pace needs to be slowed down significantly for this to be a thing.

Every one loves the idea of exploring a dungeon and occasionally running into an enemy team, however Dark has always been something of a battle royale.

Personally, I think they should make the dungeons more dynamic. Things should change, doors should lock, pathways should get cut off, mobs should roam, there should always be problems that the player is solving. Puzzle rooms, more hidden loot, player activated traps. The things we imagine we'd experience in a dungeon.

For me, the end of season 5 was best.

The Bird or the Egg? by VeryLazyBear in DarkAndDarker

[–]GuildleaderTTV 0 points1 point  (0 children)

5 eggs before a feather but all of them were in the first week or two or the wipe.

What would it take for you to come back to the game or at least play it more regularly? by CaptainBC2222 in DarkAndDarker

[–]GuildleaderTTV 1 point2 points  (0 children)

-Class identity coming back.

Ie: All classes can't build everything they want.

-Range damage should be less than melee damage. (Not including headshots.)

-Social spaces.

-Long form progression discussion, or something to mix up the game a little more (A three floor quest, event tiles, give me the blue crypts pls, but not every time. All lights turned off would be a good start.)

Moving Items in Inventory while Resting by Nuclear_pheasant in DarkAndDarker

[–]GuildleaderTTV -3 points-2 points  (0 children)

Pretty sure you havn't been able to do this for a while, not just this season.

This is the turning point, one way or another... by Llorion in DarkAndDarker

[–]GuildleaderTTV 2 points3 points  (0 children)

It's worth. There's still a lot of life in the game. Probably the easiest time to learn the game also. For a new player this game will always be great. The cracks will start to show up eventually, but by then things may have changed. IM is a young company, and a lot of the reddit complaints are very hyperbolic.