Why do trial mechanics penalize melee classes? We spend most of the time running away from mechanics, this penalizes our performance. The trial lights hide some mechanics.
TR needs gameplay adjustments, it's too boring, simple, raw. Feats don't give you freedom of choice, all TRs use the same feats. I can't understand how you think this is a "target" for all classes. Improve the gameplay of TR too... I'm not asking for buffs, I'm asking for improvements on TR assassin feats.
I have the same opinion about the class atm. I created a topic with some ideas of how the class can be adjusted. arcgames.com/en/forums/neverwinter#/discussion/1252409/pc-improvements-to-tr
It does not make sense for a assassin class to do more damage to kill trash mob and have less damage to combat bosses than a magic class. Just as it does not make sense for a magic class to have more critical severity than a assassin class.
I own the artifact, and it is strong for PVP and PVE. The argument of having a really strong item just because it's hard to pick up is invalid, so the PVP campaign items should be really strong and it's not.
what I want to show is that it is abnormal in a 30 min DG, 19% of its damage is provided with an artifact. I understand how the artifact is cool atm, but it is VERY unbalanced. If u doubt it, run a DG with ACT on and use the artifact whenever u can on mobs.