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Featured Replies

Rogues: before the nerf, the ambush mutation plus the massive reward of crit made it more fun, the game rewarded you for investing in your build, now the rogue feels barely different from the fighter, there’s a slight increase in damage dealt in exchange for a slight decrease in damage taken, this change made combat significantly more boring. The only nerf that would’ve made sense is making the rogues defense lower not their offense. I also think the mastery bonus of the daggers is worthless, there’s almost no occasions that I’ve noticed its value, something along the lines of daggers cause bleed damage like in the first game would be much more useful than a crit chance boost for a meager 5 seconds after killing an opponent.

Fighter: I honestly like the fighter archetype because I like tanks, that said the javelin mutation needs an overhaul, consider an enemy debuff such as reducing their defense, I also think 2H weapons need a buff (for the love of god don’t nerf 1H and shield instead.)

ranger: I absolutely hate this archetype, there’s no blocking, the damage is mediocre at best and the bow doesn’t charge nearly fast enough. I found it boring and stopped playing it extremely early, it’s the only mutation I didn’t Max and I wanted to quit it so badly.

mage: this archetype needs the most work, there’s needs to be more staffs there also needs to be 1H weapons and I wasn’t a fan of the armor, I don’t even think the staffs need to be crazy different just some new buffs on the same 2 elemental staffs would go a long way, and the armor preferably would have more offensive buffs on them.

mutation: please add a dodge mutation something along the lines of “charged attack time decreases after dodging,” would be really cool for pretty much every archetype.

a final note: the archetypes are one of the things I was most excited about, I hope you’ll continue to give them the attention they deserve and need, I know balancing has to be a priority but I really felt like this recent patch robbed the archetypes of their individuality and made combat more bland.

Edited by Wintercowboy711
Initial frustration with nerfs resulted in poorly thought through feedback

what I really want to see is multi-type or cross-type Armour. the fighter/tank Armour lends well to either swords, Spears or maces, but in grounded 1 we got some pieces that helped all ranged, both staff and bow. I'd like to see things like fighter/mage cross-type armours or raanger/rogue, or even a generic mage Armour without a type focus

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