Make them farmable. Or give us unrestored versions and let us restore them like the runed armor pieces. Anything but gating the best weapons in mod behind rng... Well, even making them drop unbound would be better, atleast we could buy them then...
Just tryed to run a couple of dungeons and this happened: - Spellplague Caverns (master): Kabal doesn't lose immunity when you hit him with a giant fireball. - Castle Ravenloft: Sister one-shots me through full shield. It's that attack when you have 10 stacks. Well, she killed me, even when I was blocking. Before this mod…
Whisperknife: At-wills: Dishearthening Strike: reduce Awareness with DoT or let it just increase the damage the targed takes by 5%. Shuriken Toss: Cool idea to add shurikens to rogues disposal, but the animation is so clunky and slow it's not worth using. Lower the cast time and make it ricochet more. Encounters: Blitz:…
Assassin: At-wills: Gloaming Cut is not refilling stealth after it kills something. Also, the cast time could be lower, it feels too slow. Encounters: Impossible to Catch: Useless power now, considering what it does and it's long cooldown. Deflect chance should still be 100% and it should also increanse our run speed.…
Thought I'll give my feedback on the rogue too. Overall the playstyle just feels clunky, slow and nothing connects. Cooldowns are just too long on everything. Encounters should have their cooldowns reduced by atleast 10%, even 20%. Stealth as a mechanic would need something more as it was stated numerous times in this…