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2. Some QUOL-changes and some more options in the game menu. The most relevant gameplay change would be that Rogue/Assassins have sneak attack in the main game. It's a change that hasn't made it into the demo yet.
Thank you for the quick reply. Also, good call on the Rogue/Assassin. I did notice they felt a little weak in that department when trying the demo.
Honestly, I think they are still weak, but that may just be my own "skill issue".
To me they exist in a weird state where until the very lategame they are not effective enough for the risk they put the party in by the necessity to babysit them. Fighters can take care of themselves, rangers and mages don't put themselves at risk and only rogues are both flimsy and need to be in the thick of it to actually do anything
I have to agree.
Maybe a passive node in the rogue skilltree with:
+30 dodge could solve this issue
or stacking bleed stacks
or resis debuff (shredding armor and debuffing healing amount)