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  1. The amount of people complaining about this class is overwhelming to say the least. With that, I'd like to highlight easy, simple fixes to Rogue class to Devs and how they can deliver a better class. Will jump straight to the point. Currently Rogue lacks in these departments: Survivability and AOE. Survivability because Dodge simply isn't enough and most classes have a skill that lower dodge. AOE because rogue doesn't have anything useful in Gvgs and war type of situations. How to fix? Read below: Survivability: Dodge, either fix it by removing the percentage % based function and make it a stable guaranteed dodge every 2-3 seconds, that would surely make rogue survive better. Additionally, giving Furiousness skill (previously known as frenzy) a chance to trigger one of the following: -resist 1-2 controls -10-15% dmg reduction -restores 3% of hp every successful dodge, no more than 30% of hp. AOE: Ricochet: Applies Dot to targets it hits and lowering movement speed by 10% (percentage subject to change) There are few other fixes that could work, and what I mentioned could be tweaked accordingly to be balanced. But personally these fixes would surely make the class usable again
  2. Dodge and thus rogue skills are obsolete nowadays so, again, here’s some suggestions. Accuracy stat rework : Accuracy works against block, dodge, parry. On PVP : Accuracy works only on auto attack for damagers, and only on skills for healers and tankers. It means that for damagers, when they attack a tank (for example), their skills still have 30% chance to block, but their autos gets less chance to miss because of the accuracy. Vice versa for healers and tanks (less chance to miss skills) On PVE : Accuracy works for auto and skills for everyone. So the more accuracy you have, the less you will block/dodge/parry. The formula should change, now having 50% accu means you will never miss a hit, it should be something like 50% means you will miss 2x less hits. (Can be other numbers, it’s just an idea) Dodge stat rework : Now max dodge is 30%, dodge reduction effect doesn’t exist anymore. Dodge only works against ranged classes. Can’t put dodge runes on rings anymore. Kick in the back : Creates a 4x4 smoke zone. While the zone is in effect, the character and 3/4/5/5/6 of his allies get their resistance parameters increased by 4/8/12/16/20% for 10 sec. Cooldown is 20 seconds. Dodge skill : Increase character’s dodge by 4/5/6/8/10% for 20/30/40/50/60 sec. Cooldown is 30 seconds. Absolute reflexes : Passive skill : -After successfully dodging an ennemy attack, the character gets 1/2/3/4% of damage reduction. The effect can be stacked 5 times and has a duration of 7/9/11/13 seconds. -The character also has 2 garanteed dodge stack, that also works against melees and that won’t activate the first effect. Each stacks’ cooldown is 14/12/10/8 seconds. Talents : Rework of Thirst of Murder : -The character deals 10% more damage when attacking an opponent with health less than 50% to the maximum while « extermination » skill is in effect. Rework of Tirelessness : *Now the talent is used on « Absolute Reflexes » : Allows the character to also dodge melee attacks. Rework of Versality Branche : Blade Shard “Flurry of Steel” skill additionally hits an additional target within 4 yards. Damage and duration of the “Stun” debuff reduced by 40% for the second target only. Blade echo When the character manage to dodge a hit, the next attack will heal the character by 50% of the damage taken. Does not occur more than once every 5 seconds. This effect does not trigger with « absolute reflexes » stacks.
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