Rogues come with too many damage altering properties.
Design. Fantastic theoretically. Implementation a little shoddy but it's still usable. Flat damage is a poor design in a game with different attack speeds for spells and weapons Dark And Darker Gold. Wizards need to start with dagger and orb along with a crystal sword and not the staff.
Fix hit reg and make more than one offensive spell work on wizards( I've looked at the maths, only 1 spell is viable for pve, magic missiles, and in pvp chain lightning , fireballs kill wizards faster than the enemies.
Chain lightning is not a good choice vs ranged enemies as the range of it is tiny, it cannot be used vs close range melee enemies as it will kill you in one or two shots. It has a tiny useful range, and the "skill" is to aim at dead bodies of mobs and then bouncing it off on enemies with a maximum distance.
Fireball has a huge hitbox and an aoe. Fireball's movement in the air is slow. I actively swing my axe at enemy wizard fireballs to ensure that my HANDS are hit first. that reduces the damage to 100 maximum theoretically base to 25(burn in addition). It makes the spell unusable against top players, when one heath pot, or just the base stats make you unkillable by it with 100 per cent accuracy.
Magic missiles sometimes doesn't seem to register or the limb damage is so small that it is impossible to eliminate a barb using the magic resist rune level 1 vs level 1 with each missile hitting the hand or arm.
The lockpickers role of Rogue is cool .... however lock picking is not good. It's nearly impossible to unlock something with the screen/sever/and animation lag. This doesn't even offer you the chance to unlock anything which begins on top. Then there's the Red portion of the good part? what cheap Dark And Darker Gold?
The Wall