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Dark and Darker

Have you experimented with other classes in Dark and Darker

I’ve spent a significant amount of time playing as a rogue, and from my perspective, I wouldn’t label it as overpowered (OP). The key factor here is the necessity for careful selection of battles, as making poor engagements often results in swift defeat, often within 1-2 hits. Effective utilization of the element of surprise requires considerable skill, demanding a higher hit accuracy compared to other classes. The trade-off lies in sacrificing durability and raw damage output for the strategic advantage of creating favorable fight conditions. A miscalculation or a timely counter by the opponent can easily lead to a quick demise. To truly understand this, I suggest trying it out firsthand. As a rogue, the approach demands extreme caution, with a significant portion of your time spent hiding, evading, or setting up ambushes, all while hoping not to be incapacitated in just a couple of hits when initiating combat. While it’s a potent class with the capacity to escape unfavorable situations and deliver bursts of damage, these benefits are contingent on playing it with precision.

Have you experimented with other classes? As a cleric (my main) or a fighter, I find it entirely feasible to engage with multiple opponents and extract triumphantly. Although the mace’s speed might be slower, its downward arc and mid-swing adjustments render it formidable. This holds true for various slow fighter weapons as well. Instances of being one-shot by a bard as a rogue in relatively decent green gear are surprisingly frequent. As the commenter mentioned, pickiness is paramount, and ensuring you don’t become cornered is crucial. The complexities involved are a burden unique to the rogue class, as opposed to fighters or clerics who can concentrate primarily on strategic combat maneuvers. Furthermore, the significance of range cannot be overlooked. With the exception of the rapier, dagger range is notably limited. If we focus on dispatching unarmed opponents, is this truly the primary approach? The risk often outweighs the reward. Numerous counters are at play. Often, a rogue’s sole recourse is to flee. Consider confronting a ranger head-on while wielding only a dagger?

Certainly, it possesses strength, yet branding it as OP, especially with gear valued at 150 gold, is a stretch. If we transition to a 1,000 gold inventory, then perhaps the rogue’s potential supremacy becomes more apparent. However, even with such an investment, the substantial risk of being one-shotted remains. This assessment pertains strictly to solo gameplay. In a trio, a cleric or bard indisputably holds the title of most overpowered.

I’ve achieved level 20 with all classes except the barbarian, with the rogue at level 10. While I don’t excel with the rogue and don’t particularly enjoy the playstyle, consistently eliminating unsuspecting beginners and absconding with their valuables does prove to be a dependable source of income. Possessing a sense of map awareness and familiarity with mob positions and timing allows for reasonably accurate predictions concerning players’ approaches. Those unable to vanquish a gray-marked target while wielding a decent rapier might not be well-suited for rogue gameplay.

It might appear counterintuitive, yet at lower gear levels, the bard can function as one of the rogue’s adversaries, given their similar roles, although the bard wields more substantial raw power when fully buffed. Therefore, a bard of comparable skill should have the upper hand against a rogue in the current gaming climate.

While the spear holds remarkable potency, verging on overpowered, using it effectively requires proximity, which can be challenging when responding to an ambush within a party setup. My instinctual response typically involves evasive maneuvers, shifting towards my team. I tend not to draw my spear and engage in melee with someone I cannot clearly perceive, especially when they’re already a couple of hits in. Against a well-equipped rogue, such an engagement invariably leads to defeat.

Naturally, fighters and clerics present a more straightforward challenge, which is why I phrased it as “other classes can also be dependent” rather than insinuating that all other classes surpass the rogue with ease. In the context of 150 gold gear, this translates to obtaining a green rapier at 50 gold, allocating 20 gold for potions, and dedicating 14 gold for white gear, if available. With 66 Dark and Darker gold at your disposal, you could invest in a piece of jewelry, a crossbow, bolts, and possibly more white gear and potions. With this configuration, even a moderately skilled rogue should comfortably defeat opponents equipped with starter gear across all classes. With adept execution, the rogue can potentially overpower those with green gear and no armor (please note that bards are not considered armorless, as their inherent buffs confer a degree of protection similar to subpar plate armor).

Related read: Mastering the Dark and Darker: A 10-Minute Guide to Improvement