Board Thread:Suggestions/@comment-25352567-20140930173107/@comment-5094027-20140930212225

Maybe remove some of their dodge chance and give an ability kind of like the rod of discort, which means you can jump around, but take consequences with consequtive uses. It's the Dodge skill that's the main issue right now, since it has no cooldown and no cost to keep using it.

Teleport would be an interesting thief-type talent. I seem to recall second classes are scheduled, perhaps a "Ninja" second class with teleportation/thrown melee weapons might be an idea? I am playing a fighter at the moment, and I have large damage, armour, health and very fast attack speed. Yes. They were VERY overpowered before v5.34. They could deal like 100k dps while taking 1 damage from everything.

You cannot divorce damage per hit from damage per second,

I'll have a closer look when I update the Fighter page, but given that the only thing they don't get compared to the Super T are slightly better stats and an Accuracy skill, I assume it's their use-skills that are responsible for any damage disparity, and they're a fraction as survivable. Not onto traps. Summoning damage, like the Hydra, things like that. Ah, so your "Engineer" would, in fact, be a charismatic Summoner, rather than building things? Seems a little off theme to me, but alright. We do need a summoner class in general. Of course they would need to give the Goblin a new racial trait. But after adding the wiring thing, the Goblin is a horrible class to play, especially when you have a world full of wiring. Like I mentioned above, how about the Goblin's ability being altered to an active skill that worked like summoning a pet? No time limit, cancel it with a right click. Want wires? Fire up the ability. Sick of wires? Kill the buff until it's explore/build time.

Simple. Remove the Super Terrarian. Your... solution to suggesting a class that is redundant to a pre-existing class is to remove the pre-existing class? Why wouldn't you just change the name?

Not necessarily a worse ranger, for example, if you choose to be a hunter then things like grenades, shurikens throwing knives should get a huge damage boost (something like 200% more damage) and maybe making it so they throw them faster and further so that they are actually a viable weapon late game, while making the class useful still. Why would a hunter be better with a grenade than a rifle?

Even assuming a 200% bonus to thrown consumables and you're tossing bones, that's not going to significantly improve it to a state where you can readily compete with the higher damage of ammo + gun or the myriad bonuses that actual weapons can offer. Your best bet might be a skill that just uses them as ammo than trying to work in a passive improvement, and again, this might be better as a second class variant (and then a branching specialist for each type becomes very plausible).