However, not all classes and skills are Dark And Darker Gold created equal. As mentioned in the initial prompt, most other increases from perks and skills don't offer as much of a gain, often being only 5-10% at most. This can lead to certain classes feeling weaker or less useful compared to others. 

For example, Fighter's Combo Attack perk can be difficult to use effectively and doesn't provide as much of a power boost compared to other classes' perks and skills. This can lead to players feeling discouraged from choosing the Fighter class, which can limit their enjoyment of the game.

Another important consideration is the balance between classes and weapons. As mentioned in the prompt, Barb's perk for axes provides a significant power boost, but what about other weapons? Are they similarly balanced? If not, this can lead to players feeling like they have to choose a specific weapon type to be effective in combat. This can limit their gameplay options and make the game feel less diverse.

It's important to note that balancing classes and weapons is not an easy task, and it requires a lot of playtesting and tweaking to get right. However, when done correctly, it can greatly enhance the overall gameplay experience and provide players with a sense of satisfaction and reward for their choices.

Another aspect to consider is the impact of gear and itemization on the game's numerical values. In most RPGs, gear and items play a significant role in determining a character's power level. It's important for these items to be balanced as well, so that players don't feel like they have to cheap Dark And Darker Gold grind endlessly to get the best gear in order to be competitive.