I'm very confused by this post. Why do you think that it is necessary to drown townsfolk or use a wand? Why do you think I did that (I didn't use a wand or any other kind of offensive charm/item so far on my insane rogue for example)? I'm both confused by you saying that most classes can beat a rare lvl16 oozemancer lvl 1 (really?) and by you implying that rogues should be able to do so as well (why?). It is also not clear to me if you're complaining that rogues are too weak (if so, why do you think that?) or if there are design goals that have not been met (if so, which ones?).Suslik wrote:@SaloFrom my point of view, they are NOT well-developed yet. Especially for early levels which you apparently got from drowning townsfolk/grinding like a madman for a wand. I just cannot imagine how you can possibly beat a rare oozemancer lvl 16 being lvl1 rogue in trollmire 1. Even though it may be tough, but most classes can do it.I was merely saying that if you take a class that is well developped and well rounded and add a tree, it should not become an absolutely fundamental tree that is so good it is necessary to be filled. That'd be an obvious sign of power creep and invalidate the original design of the class.
*upd: of course they are traps but kiting with them is just boring
Can the design of rogues as a whole be improved? Probably yes if implemented well. Do they need buffs? No, they're more than strong enough already.