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Solve rogue problems without shield/resist


Toad Sage

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Now I want to give rework ideas to solve rogue's problems.

 

First of all, rogue is a damage class. It is meant to hurt and kill enemies. But you can't do those if you are dead, can you? So we must at least survive long enough to deliver emotional damage to enemies.

 

Second of all, rogue is almost the only class that relies on dodge, the ugly duckling of all defence stats. Which is fine. It still works sometimes. But not against multiple enemies, or controling enemies, or multiple controlling enemies, or any enemies with barely enough accuracy.

 

Personally, I don't think giving rogue a shield or resist skill fits the rogue's concept so I will provide ideas to solve our defence problems using offense.

 

So to summarize, the problems I want to address in this post are (not arranged according to big to small):

 

1. Rogue's mechanical problem or the super non-efficient skill combos that will waste rogue's time

 

2. Rogue's absolute weakness to barely any accuracy

 

3. Rogue's inability to counter multiple and/or controlling enemies.

 

Here are some possible solutions:

 

[Rework Kick in the Bacc]

What if we already debuff enemy's accuracy but they still hit us? And what about multiple enemies? Check this out!

 

"Deafening toxin"

Rogue throws a special dagger that breaks in contact with enemy, releasing a special toxin that deafens and blinds the enemy for some time. Enemy's attacks will be easily dodged by rogue and everytime the enemy deals attacks that aren't dodged, the enemy will harm themselves and their allies because of their lack of coordination from their senses.

The effect reduces enemy's accuracy and everytime the enemy successfully hits the rogue with auto attacks or skills with instant damage while the effect is active, part of the damage is distributed to all enemies in a certain radius.

 

Use range: 4 yards
Debuff duration: 8/10/12/15/16 sec
Debuff power: (same as kick skill)
Cooldown: 15 secs
Damage reflection: 10/15/20/25/35% for each enemy for every succesful attacks against rogue.

Max pvp target for reflected damage: 2/2/2/3/3.

 

 

[Replace poisonous blades skill]

Reason: this skill is one too many delay animation for rogue and the interaction with other skills is too much drag. You can argue this skill has good damage but it's not a damage problem, it's a mechanical problem. But more than those reasons, this skill needs to be replaced to give rogue better skill.

New active expert skill:

 

"Shadow mirage"

After certain number of successful dodges by the rogue and/or control effects from enemy, this skill creates a shadow mirage that deals physical damage and chase the enemy for sometime.

 

Rogue is a master of dodging, the best among other classes. Enemies who fight the rogue and get their attacks dodged a few times in a row will begin questioning their own senses because of how incredible the dodges are. This will lead to an illusion of multiplication. Since they experience attacks from multiple directions and not being able to hit rogue in front of them, they just assume (even accept) that the rogue has the ability to multiply themselves in the battle.

 

Type: active permanent skill
Number of dodge and/or control effect to summon a shadow mirage: 4/4/4/3 dodges and/or control
Shadow mirage duration: 6/7/8/10 sec
Maximum number of shadows in a location: 2

If a shadow is killed, one control effect is removed from rogue.

 

Commentary:

Rogue's current one and only permanent skill is useless for pvp and is kinda ok for pve. Maybe don't change that, just give us another permanent skill that still helps us with damage but will solve our problem with controling enemies.

 

This skill works by how many times we dodge or get controlled. By summoning a shadow, the enemy will consider running (and be chased by the shadow), or kill the shadow (which will remove control effect from rogue), or just accept the damage and continue killing the rogue.

 

This also helps in arena when a rogue is permanently locked in place and the partner(s) are attacked by multiple enemies because at least there will be a shadow that helps our partner.

Killing the shadow should be the best option for non-controlling enemies (those who triggers the summoning by getting dodged) because it doesn't harm them to kill the shadow.

 

[Rework for reflex]

Reason: now this skill is not so bad currently. But if you want to solve the problem where rogue are controlled permanently without being able to do anything to counter it, you should embrace some changes.

 

"Absolute reflexes"

A rogue is trained in a very harsh environment and eventually develops instinct that looks like, as if, they have absolute reflexes (obviously they don't). As they progress in battle and get some hit, a rogue can use accelerated learning through their instinct and their increasing anger to strengthen themselves.

 

Type: passive
Dodge and damage bonus: 15/20/25/30% of lost hp percentage compared to maximum up to 20% dodge and physical strength bonus. The percentage of the buff will linger up to 5 sec after rogue's hp increases but will instantly gets updated the hp decreases.

 

Commentary:

So for example if a rogue loses 20% of hp, they will get 3/4/5/6% dodge and damage bonus.

If they lose 60% of hp, they will get 9/12/15/18% dodge and damage bonus. And this bonus stops increasing at 20%.

 

This skill will solve the problem where rogue are stunned to death in a few second without being able to fight back. Of course, they can still die if none of the next attacks are dodged, but everybody dies when ganked. It's just not 100% dead like we have now.


Removing the attack speed bonus from absolute reflex skill.

 

[Other changes]

Extermination: increase or add a little bit of attack speed bonus from the skill even for axes.

 

Jump: no more increased damage against poisoned enemies.

 

Trickies technique: no more increased damage against poisoned enemies but will heal rogue if used on enemy with toxin debuff.

 

Dodging: seriously, increase the duration!

Edited by Toad Sage
Adding a backstory for the Shadow Mirage idea
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Very much great skill concepts and i personally like the shadow mirage where a rogue can summon a shadow. I think it could work even though a rogue/robber type class doesn't seem like a class that can deal with summoning something as that seem more "magic" type class But all in all I would love to see that. Main issue remains ; Rogue dies fast and dodge cannot help it and besides the dmg reduction and that one ability that removes 1 control you suggested, it will still die fast even with these buffs as im assuming it would be stacks so it will take time to reach a good amount, and therefore rogue is already dead. Rogue needs a defense buff that quickly activates since otherwise it will already be dead so:

 

-Some ideas:

A resist skill or effect that quickly activates would help. 

Another thing would be to remove dmg buff from stealth and add 20% dmg reduction effect that last for atleast 10 secs after going out from invisibility. Or to guarantee dodges from the next attacks every 2 secs, and that last for 10 secs.

 

I also agree to removing atk speed bonus from reflexes and replacing the effect.

 

 

With rogue being the weakest class in 2023, there are many possibilities and buffs to consider so it is endless what they can do to it now. Ive personally recommended many fixes and buffs alongside many people, Devs should study peoples recommendations and come up with some useful buffs hopefully this winter.

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  • 3 weeks later...

Your other suggestion for rogue skill is good but the reflex passive still useless for me ... players now a days give high accuracy with castle buff (5 stack) and lvl 12 lvl guild + events buff.. some of event buff gives accuracy... My suggestion for reflex is here

 

Passive skill:

After receiving damage, reflexes activate can dodge 100% up to 3 hit from your enemies attack, last 5 seconds.. trigger once every 8 seconds (Same with mage barrier passive skill)

IMG_20230928_135117.jpg

Edited by Jee Booy
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