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Rogue balance Suggestion


pawned

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Some suggestions to rework Rogue skills:

 

1)image.png Kick in the BackDeals the "Push in the back" debuff to the opponent for T sec. The effect reduces the "Accuracy" parameter by A%.

 

Commentary: Pretty much outdated / useless skill which has not been changed / improved since its release. Skill was played in combination with dodge and reflexes, where both of them were nerfed. Kick doesnt serve any purpose anymore in PvE / PvP content.

 

Suggestion: Let it reduce Penetration instead of accuracy.

 

 

2)image.png RicochetAn attack that deals to the opponent physical damage in the amount of P% of the character's physical strength, as well as to all enemies located within a radius of 3 yard around the character. Each subsequent target takes 10% less damage from the skill. Maximum number of player targets is Y, maximum number of monster targets is X.

      image.png Tornado of Blades: Each time the "Ricochet" skill deals damage to an opponent, another random target is also hit.

 

Commentary: Not bad skill for Rogue in terms of GvG and PvE (especially in Dungeons). Rogue has been lacking AOE skill for a long time but we have finally got it. Problem is with its damage as with each  subsequent target it takes 10% less damage from the skill (maximum 6 targets in PvP and 14 in PvE) so most of the characters will just receive very little damage from it.

 

Suggestion: Let image.png  in a combination with image.png spread poison on all targets hitted by it.

 

3)image.png Merciless Strike: An attack that deals physical damage in the amount of D units and P% of the character's physical power to the opponent.

 

Commentary: 165% Damage (Together with a Talent which adds 5%) is little bit low. Little adjustment in its damage would be very welcome.

 

Suggestion: Increase physical damage to 180%

 

4). image.png DodgingIncreases the character’s Dodge parameter for D% for 10 sec.

 

Commentary: nothing much to say besides that 10s is very low. Increase duration to 15-20s atleast.

 

5).image.png Absolute ReflexesAfter successfully dodging an enemy attack, the character's Attack Speed parameter increases by S% and the Dodge parameter goes up by D% for T sec. The effect is triggered no more than once every R sec.

 

Commentary: Skill has become a meme in Rogue community. Our only defensive skill which was keeping us alive together with Dodge were changed and we didnt got anything in return. Im sure that Rogue is the only class from melee's DMG classes thats running around without any Shield / Damage reduction / resistance skill or anything that could help him in fights.

 

Suggestion 1: Let the skill give Damage Reduction based on 55% of your dodge.

 

Suggestion 2: Bring back old reflexes Every few seconds, a rogue gets a chance to evade an attack. Maximum number of effects - 3.

6). image.png Trickiest TechniqueAn attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Stun" debuff to them for T sec. The effect prevents from moving, attacking, and using skills. If the target is under the effect of the "Poisonous blades" skill, the skill's damage increases by D% and H% of the character's maximum health is restored.

 

Commentary: Heal from this skill is too low. In a combination with poison it heals back 15% of characters HP.

 

Suggestion: Increase restored HP to 30%.

 

 

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(*no idea who came up with those, but its terrible)                                               

image.png Tirelessness: With a 70% chance, it allows you to reuse the "Elusive Jump" skill without recharging. Skill damage is reduced by 70%.
image.png Thirst for Murder: The character's skills and auto-attacks are guaranteed to cause critical damage when attacking an opponent with health less than 20% of the maximum while the "Extermination" skill is in effect.
 
                                                                                                                                                                 
 
image.png Tirelessness - Has to be worst idea i have seen in WARSPEAR so far. Nobody will pick this skill in any situation / any content in the game. Trading 70% of its damage for a 70% chance to reuse the Elusive Jump skill again is terrible. Also whole skill is target based so if im in situation 1vX and i want to get away its pointless. Skill is worthless in both PvE and PvP scenarios. 
 
Suggestion: rework this Talent so Elusive Jump is not target based with this talent. Rogue doesnt have movement skill that would allow rogue freely catch someone or run away in some situations. Rogue cant catch a Running: Bladedancer using rush / Seeker with a speedbuff and Invis / BM with a speedbuff without cat or Mage with a Jump.
 
 
image.png Thirst for MurderGuaranteed critical hit from auto-attacks when opponents HP is below 20% is too low.

Suggestion: Increase the value atleast to 60%.

 

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Edited by pawned
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19 minutes ago, Santa Claus said:

Ur last year suggestion was way better

 

Its Plan B. 

 

In case this rebalance fail, i will go fully back to it :) 

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Good suggestions Over-all, pretty much same things everyone want> better survivability and a bit more freedom to move/resist.

 

Would be funny if the devs completely ignore 100% of these suggestions and add useless damage 

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Noticed you didn't suggest any resistance either, considering how badly rogue gets controlled with having 0 resistance effects

 

My recommendation for devs was to add a lingering 50% resistance for 3-4 secs instead of dmg buff when coming out of stealth talent

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7 minutes ago, Shax said:

Noticed you didn't suggest any resistance either, considering how badly rogue gets controlled with having 0 resistance effects

 

My recommendation for devs was to add a lingering 50% resistance for 3-4 secs instead of dmg buff when coming out of stealth talent

 

Yeah, because i dont see Rogue getting resist skill at all. Considering bracelests + pot and castle scroll will already make you like 65% resist. Imo getting dmg reduction has a better changes than resist skill on rogue

 

 

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12 minutes ago, pawned said:

 

Yeah, because i dont see Rogue getting resist skill at all. Considering bracelests + pot and castle scroll will already make you like 65% resist. Imo getting dmg reduction has a better changes than resist skill on rogue

 

 

The issue here is not everyone has access to those pots and scrolls.

 

Sure id say average people will have bracelets, so how much resist is that like 7% resist from them? And by doing that youre sacrificing dodge which is essential to survive a bit for rogue. 20% is not enough already so imagine 7% 

 

So what you realize here is that the average rogue which is what we need to keep in mind here, will suffer still. Control skills are at an all time high, and some resistance is a must for any class now. The very least has to be some sort of resist talent to keep rogue in that float state and not be a controlled dummy. 

 

Best ideas i could think of is 1. getting rid of dmg buff from stealth and replacing it with some resist, similarly to seeker

 

Or 2. it could be that one of rogue skills become passive and trigger some resist buffs from dodging

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Currently what i see everyone is agreeing on are the following 

 

-Add a Dmg reduction or guaranteed dodges (survivability reason)

 

-Area debuffs/aoe - so rogue is usable in group fights (group activity reason)

 

-some type of resistance nothing too broken, just something to let rogue have a small chance of roaming freely. (Also survivability reason)

 

Edited by Shax
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Yeah, ofc it would be best if Rogue could get both, Damage reduction and Resistance. because thats what they lacking the most in current state of game. But we will see

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Other things seem nice(except adding even more damage for reason), but a flat 33% dmg reduction on reflex for no downside is alot. Getting a slight resist boost on dodges seems far more fair than that. Like say 7,5/10/12,5/15% resist boost when reflex is active.

 

Or you could combine both of your suggestions in a way. The guaranteed dodges on reflex would be way too abusable, especially with how current stealth works. Instead it could accumulate stacks of reduced damage. For example 20/25/30/40% stacks of reduced damage, while working the same way as suggested with dodge.

Edited by vavavi
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