Funny thing is that the "kiting strategy" was originally considered an exploit in DM/EOB/LoL types of games. This game rely on it as the only viable strategy, which is also why Fighter "meatshield" is a waste of space. Defensive attributes are actually somewhat a "waste" because if you master the kiting part of the game you only need enough HP to survive a few sticky situations during the game, and put the rest in attack to speed up the killing.nychilly wrote:If you never put a point into your attack traits the only difference would be the length of time you spend kiting. Yes at the higher levels you reach a point where you can sort of stand toe to toe against the weaker enemies, but doing so isn't advised. It took me about 12 hours (game time not real time) to beat the game. If you took out the time I spent kiting in a 2x2 box it would probably be down to 8. Without upgrading my damage traits it just means a lot more hits.
I'm currently running around with 4 pure damage dealers on hard difficulty, and it's going splendid. "Surrounded, you say? Just hack a path through the weakest mob!"
I must say that EOB did the actual character balance better, although you don't have much choice other than choosing a class there. I will expand on this some other day, how I think the system is awkwardly implemented. In my opinion, Rogue is the only class worth having. They outshine the others in both survival and damage, and hardly ever run out of energy.