frankiexile
Sea Legs
The way I see it is: a siege charge at level 5 can hit for 5.2k on red tag enemy while a level 8 flaming skull with level 7 spirit mastery only hits for 3k on a red tag enemy. The amount of time it takes to throw a siege charge vs the amount of time it takes to charge any staff skill is insane. Not to mention the fact that staff is supposed to be an end game weapon and the quest to achieve it is long and arduous; yet it is one of the worst weapons in the game. I understand that this is how it was in POTCO but honestly over time they probably would have given the staff a buff anyway somewhere down the line. Or nerfed siege charges and take aim. Now that the game is in the hands of honest devs that respond to community feedback, I don't think it would be a bad idea for them to balance the staff's damage output with the other lower level weapons (preferably make the damage higher than those weapons considering it is the final weapon).
PS: And I also do not think that adding a legendary staff with 70 attack on it with a 0.1% chance of dropping in the game will solve this issue at all. Just putting that out there in case that was already being considered as a "fix"
PS: And I also do not think that adding a legendary staff with 70 attack on it with a 0.1% chance of dropping in the game will solve this issue at all. Just putting that out there in case that was already being considered as a "fix"
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