Rogue
Change of faction passive skills
Mountain’s Power
Now the skill increases the maximum health by 4%, physical and magical strength by 2% for the character.
A bit of bonus damage, sounds like a free talent easily, the problem come from Shamans, Barbarians, Rogues cannot increase damage like Forsakens so this buff is something irrelevant being 2% only.
Only I don't understand something this is new system or this is adding?
If it is the new system scheme, then welcome.
Change of basic set skills
Deadly Illusion
Now copies of the character inherit from the character 100% of the “Accuracy”, “Penetration” and “Critical Damage” parameters and 50% of the “Attack Speed” and “Critical Hit” parameters.
This is cute and powerful but I think you should block use of skills during copies, someting like powerful summons and increase 60% speed and critical, seems nice in my imagination.
Irreversible Anger
Reduced the maximum number of skill effects from 10 to 5.
The bonus of the "Accuracy" and "Penetration" parameters of the character has been adjusted: it was 2%, now it is 3%.
The duration of the skill has been adjusted: it was 30 sec., now it is 20 sec.
Before 20% now 15% of Accuraccy and Penetration, nerfed but is balanced.
Invisibility detection
The mechanics of invisibility detection has been changed: now the chance to detect an enemy decreases depending on the distance to the target (the further the target, the lower the chance). New mechanics apply to skills and items:
Eye of Darkness (Charmer)
Dragon Eye (Mage)
Greater Potion of Detection
Medium Potion of Detection
Eyes of Anglerfish
This sounds nice but in case of Charmer how they can be fast hands to detect seekers before hit? Rogue cannot run fast and is more easily for them avoid Rogue
Merciless Strike
Increased skill cooldown from 6 sec. to 10 seс. The CD Honestly I personally don't mind being full Merciless Strike abuse every time it was active was a pain, plus it will be a less constant energy drain, because if it happens sometimes that all the skills are used and it recharges very quickly.
Now the physical damage from the skill does not depend on the level of the character: it was 2 pts. per level.
Adjusted the amount of damage from the skill: from 40 \ 55 \ 70 \ 85 \ 100 pts. and 105 \ 110 \ 115 \ 120 \ 125% of the character's physical strength, to 20 \ 40 \ 60 \ 80 \ 100 pts. and 140 \ 145 \ 150 \ 155 \ 160% of the character's physical strength. Where can players see the actual math ability damage formula? Because those dots don't explain anything. The only understandable thing is that it only increases the damage but the points decrease, so it is difficult to comment on this as a nerf, buff or it remains the same but with a system change.
Honestly, I am very interested in knowing the formula to be more specific.
The final physical damage of the skill has changed: instant damage slightly increased, damage per minute significantly decreased. Em... What? Well, in reality, this is not understood if the skill is instant damage, not periodic damage
Gouge
The skill now casts on all enemies within 1 yard around the character without selecting a target. 3x3 Skill without selecting, this means better playing performance in enemy selection, is a beatiful mechanic.
Within 3 sec. after use, the character can use the “Stealth” skill even in a combat state and if there are opponents nearby. The 3 seconds can look bad but in turn it is balanced in case someone resists the skill has a chance to respond during those 3 seconds. But I see a problem is regarding the duration of this skill, so in my opinion the escape from danger mechanic should be reduced to 2 seconds for Rogues and Seekers.
I mean these problems with the relic that puts Nightmares of 5 seconds, the skill is literally consumed so those 3 seconds are enough to locate the Rogues and Seekers in those cases that want to escape just by seeing where they are going.
Adjusted the maximum number of PvP-targets: from 3 \ 4 \ 4 \ 5 \ 6, now 3 \ 3 \ 4 \ 5 \ 6.
Stealth
Increased the cooldown of the skill from 8 sec. to 12 sec.
Now in the first 2 sec. after using the skill, enemies cannot detect the character or bring them out of invisibility using attacks or skills. This doesn't benefit Rogues much, only Seekers that have movement speed while invisible. The idea of not detecting the 2 seconds, is decent to counter and remove the traps but this depends a lot on the enemy's yardage. characters that have attack range reach 6 yards on their basic autoattacks and it takes 2 seconds to literally go 5 yards.
The skill can now be used even in a combat state, if within 8 yards there are no opponents. I like this so much, finally this class is turning into a Rogue, this idea is amazing finally another way to answer to enemies use Gouge or took distance. It's time to test if the skill is actually good, because there are arena maps that have only one path with forks, the operation of which looks a bit strange. So, will it count as 8 steps or as distance itself?
vvv Fast things, irrelevant for me.vvv
Ricochet
The skill no longer has a base physical damage: it was 40 \ 50 \ 60 \ 70 pts.
Now the physical damage from the skill does not depend on the level of the character: it was 2 pts. per level.
The amount of physical damage from the skill has been adjusted: from 50 \ 60 \ 70 \ 80% of the character's physical strength, to 75 \ 80 \ 85 \ 95% of the character's physical strength.
Resumed: Nothing changed only +DMG in effect maybe, Naa... I still hate this thing for me there is literally no point in using this hahaha... or that it was a tank, or it gave me the ability to stop time and click the enemy instantly.
Added limit for the maximum number of PvE-targets: 8 \ 10 \ 12 \ 14. The only thing that makes sense is that the Key talent already makes sense, because it was unlimited enemies in PvE hahaha
The final physical damage of the skill has not changed.
Extermination
Reduced the cooldown time of the skill from 40 sec. to 25 sec. FINALLY! God I don't have to worry so much about the CD anymore
The duration of the effect has been adjusted: from 12 \ 16 \ 20 \ 25 sec., to 24 \ 26 \ 28 \ 30 sec. (:
Now the skill increases the “Attack Speed” parameter of the character for each equipped dagger by 8 \ 10 \ 12 \ 15%.
Now the skill increases "Attack Speed" by 5 \ 6 \ 8 \ 10% and "Skills Cooldown" by 6 \ 8 \ 10 \ 12.5% for each one-handed sword equipped.
The skill now increases the character's "Skills Cooldown" parameter by 12 \ 16 \ 20 \ 25% for each one-handed axe equipped.
I won't say anything, because I honestly hate Rogues with 2 axes, they don't and can't have a good build, it's better to go attack speed than to be a turtle, and with this they are even more turtles
I think the attack speed lost with swords is compensated by the crafted ones, thank goodness I already have them, and the daggers also compensate the crafted ones but it gives less CD, so a build of swords would be more decent. I liked this separation, so those who use daggers They will not be able to abuse the skills much since they are fast. personally ROGUE is swords
If they use spring daggers, it doesn't matter, I think they'll have plenty of speed to spare.
The only bad thing is in PvP, it is forcing to use Ferocity Daggers when we do not have penetration like the Seekers, so Ferocity Swords are slower.
Sinister Strike
The skill no longer has a base physical damage: it was 50 \ 70 \ 90 \ 120 pts.
Now the physical damage from the skill does not depend on the level of the character: it was 3 \ 5 \ 7 \ 10 pts. per level.
The amount of physical damage from the skill has been adjusted: from 40 \ 50 \ 65 \ 80% of the character's physical strength, to 130 \ 135 \ 145 \ 160% of the character's physical strength. Damage is decently increased It really didn't do anything, it looks better so I have another damage skill to use. A think a have a new toy
The skill now applies the “Excision” effect on the enemy for 7 \ 10 \ 13 \ 15 sec., which reduces any incoming healing by 20 \ 25 \ 30 \ 40%. This now causes use, my question is: does this count for Vampirism? Because if so, it sounds generous.
The resulting physical damage of the skill has significantly increased.
Flurry of Steel
Cast range adjusted from 5 yards to 4 yards.
The skill no longer has a base physical damage: it was 10 \ 20 \ 30 \ 50 pts.
Now the physical damage from the skill does not depend on the level of the character: it was 3 \ 4 \ 5.5 \ 7 pts. per level.
The amount of physical damage from the skill has been adjusted: from 85 \ 110 \ 125 \ 145% of the character's physical strength, to 115 \ 120 \ 135 \ 150% of the character's physical strength. (:
Increased the chance of triggering the "Stunning" effect: from 35 \ 45 \ 60 \ 80%, now 100%. STUN 100%!! HAHAHAHA, now Sentinels can have a nice excuse for cry being bully by Rogues, use Resistance Runes bonus Healer classes, -HP? no worries is balanced no need more HP. It must be admitted that there are many parameters that ignore the stun so it did not make sense that it had a failure rate.
The final physical damage of the skill has slightly decreased.
Trickiest Technique
Increased the chance of triggering the “Stunning” effect from 60 \ 70 \ 80 \ 90% to 100%. STUN 100%!! Again JSJSJS
Adjusted the amount of healing from 15 \ 20 \ 25 \ 30% of maximum health to 8 \ 10 \ 12 \ 15% of maximum health. Now this is selfish, why didn't they nerf the Seeker's Healing?. I think we should all have the new brand mechanic of the Blade Dancer they heal 35% so it is seen in total at 4/4, now that this skill looks abusive, non Penetration or Attack Strength Parameters does the Rogue have.
Frenzy
Adjusted the amount of the bonus to the "Critical Hit" parameter: from 5 \ 7 \ 9 \ 11%, to 5 \ 7 \ 9 \ 12%.
The amount of the bonus to the “Critical damage strength” parameter has been adjusted: from 6 \ 10 \ 14 \ 18%, to 8 \ 13 \ 17 \ 20%. Now "CH" (Critical Hit) and "CDS" (Critical Damage Strenght) new terms nice
The skill no longer increases incoming damage against the character. Now finally this absurd debuff disappear after years!
After discuss so much this year I will give myself a break at least I see the most decent class, not with such good performance but many things have changed I will have to aspire more next year as always, balances should be every 6 months