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1) Melee is extremely strong in NG+, warrior actually might be the strongest class in the game.
2) Spin to win is broken af, warrior also has access to -%dmg taken, which seems to be an outside multiplier to armor/resistance and can entirely negate the loss of these stats in higher NG+
3) there really are only 2 "builds" with respect to stats for every character. You either do a lot of weapon skill stuff (left/right click by default) and thus need to stack dex/crit, or you do spells and need to stack int. I havent found any other type of successful build for NG+2 or higher and mixed builds just end up being bad at both.
4) maxing out your base is incredibly important so you can buy the perma buffs for your characters, having a character of each type, especially warrior (hp) and pally (armor) is super helpful
5) the game has its flaws, and classes are not balanced. Not everyone has equivalent access to leech/sustain and the application of damage is wildly different for certain classes and specs. Especially with respect to AOE, as it becomes essential to have AOE further up the tower.
I find warrior in fact the easiest of all the melee classes. Why?
- Can heal for what is arguably the biggest heal in the game (though not at start, but when you start increasing max hp, gets massive...)
- Deals immense amounts of damage
But why? Scaling. The heal is % based. Warriors damage has many % modifiers. You can slice through everything like swiss cheese, especially with whirlwind from a greataxe.
Scaling.
Other classes don't really have this. Anything with finite numbers essentially starts to fail. More classes need scaling. I can just stack loads of HP and do a 30% heal on warrior, and out-do the paladin. Paladin has static numbers that scale by spellpower.
Ultimately if introducing NG+ modes, where mob hp/dmg/stats all sccale up, all classes need to have some form of scalability, but many lack this.
There isn't a reliable way to build enough elemental resistance to survive as a rogue, without sacrificing your armor, which you need to be able to do your melee work. I think, for the rogue at least, make an ability you can take where elemental damage is reduced by a certain % for each stack of slice and dice you have, much like the ability that gives you parry % based on those stacks. Or just change the parry % skill to also include that elemental resistance, or give some damage reduction to ranged attacks in general.
I'd rather make gains not losses. To me and my friends, the current systems that diminish character power, made us not want to play any more. Please implement a different method of increasing enemy difficulty rather than nerfing heroes by stripping their hard earned armor and resists and applying stacking debuffs. If it weren't for these absurd penalties, this game would be incredible.