Because the players base tends not to be in the area in any way, players are able to take advantage of the loot and exploration and have a sense of where opponents could be taking. If the zone has Dark And Darker Gold two of the three exits of the room, it's probable that if someone is present, it's from the undiscovered one. In the rare instances where this strategy isn't working and players do not find the Blue Headstones, their chances will increase as the game continues.

As the circle shrinks and gets smaller, less players are involved in the game since the majority have already gotten their money. In most cases, often, the only players left at the end of the game are the incredibly greedy players who took over a long period of time, eager players who are waiting for their irresistible Blue Headstone, or the rare bloodthirsty person who stuck in the game for one last chance to engage in PvP battle.

From the six classes that are currently available in the last two Dark and Darker beta testing (with the next test scheduled for later this year) There are a few which are great for group settings and others which shine brightly when played as a single player. In reality every class in this dungeon-based battle royale game can be played by solo players, provided that they know the pros and disadvantages of each class and the types of situations to watch out for.

On average these tend to be the most popular classes and be the best for players who are seeking to make a splash with their wares. The first class to be considered is the one with the most general skill level that is the Wizard. The Wizard may not be an ideal solo class given that it requires constant meditation to replenish spell casts as well as being extremely soft and lacks any healing properties that are natural However, this is a false notion.

A Wizard at a minimum with the help of an experienced player, is one of the most effective solo classes due to the fact that it offers a variety of options due to its spells. The Wizard is equipped with AoE spells that are suitable for teams of fighters like Fireball and Chain Lightning, they have Haste which means they're capable of remaining at a distance, invisibility to block attacks from sneaking in or even slowing spells such as Ice Bolt or Slow to hinder any approaching Rogues.

It's easy to spot the distinction between a veteran and a novice Wizard player on the field, since one will continue to get the perfect Fireball without a second thought, while the other sneaks in by using Invisibility or an unintentional hit using Chain Lightning, creates distance by using Haste and DAD Gold then makes use of Magic Missile to prevent anyone from coming close.