[Rogue] Consolidated Issues Thread

Discussion in 'Light Fighters' started by ARCHIVED-Veltan, Aug 25, 2011.

  1. Rogue class intent: Pure Damage class, rogue gives nothing else to the raid except Damage, and that's why we should be top 1/2 dpser depending on the mob.

    Rogue General Issues:
    •Weapon Blur -15% Global Refresh Haste is only useful w/o epic bard. Global Refresh Haste has a HARD CAP. Epic Bard Song already hits HARD CAP, making the buff useless. (suggestion: Make Weapon Blur -15% Global Refresh Haste go over the cap.)

    •Weapon Blur buff isn't stacking correctly as is described below. "Weapon Blur" ability should give -5% global refresh and -5% endurance costs every 2 levels from 49 to 55. It should be giving -15% endurance costs, but it's only giving -7% at lvl 55.
    •We need Strength Damage Bonus from capped STR 990+ Increased. For example Monks have 967.4 STR damage bonus, because they have always weared lower dmg range weapons, claws, ulaks, handwraps etc. Rogues were forced to dual wield Daggers. So we need STR damage bonus increased, It's currently 884.8 at 990+ STR, because we wear LOW damage range weapons now instead of Axe in mainhand.
    •The Dagger buff "Dagger Expertise" "20% DMG" or isn't stacking correctly. It's only giving 6.21% Damage now. Before when we got the 5% Dmg buff it was giving 2.07% Dmg. Now I know, it shouldn't really give 20% total damage, but currently it's only 6% dmg increase. It should be 12% damage increase if it stacked correctly.
    •Lethal Strikes is only giving 3% dmg atm, it doesn't give 10% as it should. It's not stacking with with Ammo Case Dmg buff, like teraxes pouch, fengrot pouch, toxophiline pouch. At Stat's tab when you turn lethal strikes on it gives you 7% Dmg, and when you unequip ammo case, it gives 10% dmg. So ammo case is a sure thing. Still when looking at attack rating, it's only giving 3% Dmg increase, While Bloodlust gives 6%. Make it give same amount as Bloodlust.
    Plus since Bloodlust is 10% damage boost, and gives 6% damage increase, and Lethal Strikes is 10% damage boost, it only gives 3%. So there must be some stacking issues. Dagger buff is 20% and only gives 6% so it's like Lethal strikes, bugged. It should give atleast 12% if comparing to Bloodlust bonus. So, fix stacking Issue with Dagger buff, it needs to give 12% alone, and fix Lethal Strikes stacking issue. It needs to give 6% as bloodlust does, not 3%, since they are both 10% damage increase buffs.

    •Rogue Ability Damage Bug http://forums.station.sony.com/vg/p..._id=56213 - look here for description and screenshots..
    •Rogues are currently missing too many attacks. Today when I was raiding I missed 5 DD abilities in a streak. Something is making us miss our Burn (Quickblade+Quickening Jolt+Vital Strikes+ Keen Eye) with shank/shiv, I always miss with those nowadays.
    It might be our Epics, atleast our Offhand Epic activated ability makes us miss. But the mainhand epic might make us miss too. All I know for sure I'm missing too many shots atm, and it needs a fix! Rogue epics make us crit less, make us miss more!
    •Bloodlust 10 endurance/6 sec effect isn't stacking with Shaman Endurance regen buff.
    •Rogue Endurance costs are too steep. Consider lowering the endurance cost of Shadowblade to 9, as it was with Impale.
    •Mana costs of Lethal Strikes are little too steep. It doesn't scale properly. Easier to keep up at lower level.
    •Superior Shank/Shiv still don't exist on live, but they were on test server post-pota.
    •Activated Abilities breaks Stealth! Ulvari Mask of Speed, Cloak of Dar, Book of Ancient Ro, "Bane of Ulvari Ability", to name a few. Change the standard code for Stealth, that on default nothing activated ability breaks stealth, so you don't need to fix every single item there is!
    •Hostage Negotiations in it's current form is useless.
    •Damage Shield breaks stealth! This is very annoying most mobs have somekind of damage shield.
    •Tweak the Poison/scrolls/flechette/Darts cost, make them cost COPPERS instead of 17 silver/stack. 17 silver is too much. If I'm raiding seriously/playing seriously I spend 30-50 gold a week to poisons..
    •Tweak our Poisons if you've got the time. But this isn't main concern, do this as last. Any of the listed fixes goes over
    •Not really an issue but something to consider when balancing the rogue class, our group buffs don't always stack with other classes, so while we do add good bufffs when no one is around, as soon as we add other classes almost every buff we have gets overwritten or reduced by their effects.
    •Fun With Lint book requires super rare crafting components to make. Makes the skill book useless. Also Lintrequirements are too big. Lower the Lint requirements, and make the crafting component what needed to craft bought from crafting utility vendor.


    Rogue Epic Issues:
    -

    Ability Issues (Suggestions)
    Damage Abilities

    •Ravage
    It's our main burst ability, that works only out of combat. The main problem it lacks Damage for being such an ability you can only use out of combat. It should hit twice, like Shank and Shiv but it doesn't.
    â—ŠRavage is canceled when a random proc occurs. See topic http://forums.station.sony.com/vg/p...?topic_id=56305
    •Backstab Chain Line (Shank/backstab/Shiv)
    Rogue Backstab chain line is weak, it consist of only two chains, Shank and Shiv. Consider adding 3rd finisher after Shiv is performed.

    â—ŠBackstab Chain Line showing damage few seconds too late occasionally (BUG), It's not sure if the damage is actually applied or not due to this bug.
    •Vicious Strike/Deadly Strike/Wicked Strike
    This line is a bit weak, consider boosting it's damage, so we wouldn't be so helpless in situations where we cannot backstab. A good example would be boosting it to deal 150% Weapon damage + the flat damage it already does.
    •Blinside
    Make Blindside forced 3 crits for the person using it or make it 5 seconds force crit for everyone else.
    •Fatal Stroke
    Fatal Stroke should be a fatal stroke, at least consider making it equal in damage to a shank or shiv ability, deal enough dmg to be used for something other than a finisher opener. Make it hit twice, like shank and shiv. Make it do a lot more dmg.
    Nearly every encounter/monster in Vanguard is immune to Fatal Stroke, it makes the ability completely useless. Remove the immunes.
    •Wicked Strike
    could use a slight boost


    DoT Abilities
    •General Issues: Rogue DoT Abilities are out of synch. All our DoT's tick every 3 seconds, Eviscerate, Shadowblade, Impale and Hemorrhage last 30 second. Lacerate 15 seconds. Some of them used to tick every 2 seconds, and was changed to tick every 3, their damage didn't get boosted accordingly, so they messed up the dps/damage balance between each ability.

    •Shadowblade: Adjust the endurance cost to 9, remove the positional requirement. Make Quickblade affect the DoT portion of the ability.

    •Eviscerate : Make Quickblade affect Eviscerate's DoT portion Aswell, because it's a DD ability with DoT portion (Monk doubler does this). Yes I know it shouldn't affect general DoT abilities, only abilities with DD portion.



    Short Duration Buffs

    •Quickblade
    Quickblade has too long refresh (3 minutes), it lasts only 8 seconds, and boost only few abilities. Consider lowering the refresh rate a bit.
    â—ŠQuickblade is bugged, it doesn't apply the double hit effect on random occasions, something is canceling it. Abilities that don't trigger Global Cool Down effect cancel Quickblade's effect occasionally. Examples : Knee Break, Ravage, Procs, other short duration buffs, etc, etc.
    â—ŠMake Quickblade Affect Eviscerate's DoT portion and Shadowblade's DoT portion. It should affect abilities that have both DD and DoT portion (Monk Doubler does this). Yes I know it shouldn't affect general DoT abilities, only abilities with DD portion.
    •Lethal Strikes is only giving 3% dmg atm, it doesn't give 10% as it should. It's not stacking with with Ammo Case Dmg buff, like teraxes pouch, fengrot pouch, toxophiline pouch. At Stat's tab when you turn lethal strikes on it gives you 7% Dmg, and when you unequip ammo case, it gives 10% dmg. So ammo case is a sure thing. Still when looking at attack rating, it's only giving 3% Dmg increase, While Bloodlust gives 6%. Make it give same amount as Bloodlust.

    •Consider changing where Vital Strikes II drops, Sparkles is the most anti-rogue fight in whole game.
    •Imperil: Make Imperil forced 3 crits for the person using it or back to let's make it 5 seconds force crits for everyone.
    •Keen Eye
    Keen Eye's 8% Critical Hit Chance doesn't stack properly, It's only giving 3% Critical Hit Chance, in stat's tab (Bugged).

    Defensive Stance
    It's bugged, the -5% Ability refresh haste doesn't stack with buffs. Make it stack.


    Defensive Abilities

    •Ploy
    Make Ploy NOT trigget Global Cool Down.



    Utility Abilities
    •Hostage Negotiations is useless, we don't want/need more CC, we want/need it as damage ability! It's one of our lvl 51-55 ability!
    •Blood of Decay darts (mezz darts) duration is linked to if a mob is flagged to see through stealth or not. If a mob is flagged see stealth, the duration is 3 seconds. If a mob doesn't have the see stealth flag, the duration is 35 seconds.

    •Flee (level 20 ability, 5 min refresh) If you use Escape, you also start the timer for Flee again, so it's useless ability because of the refresh. Need to fix it doesn't refresh with Escape, so Even if you use Escape, you can use Flee after.. Fix it to NOT trigget global cool down.

    •Escape (level 48 ability, Refresh 2.30 min) Fix it not to trigget GCD. Lower the Refresh also.
    •Trick attack: should be a longer reuse higher agro hit. If we have to use it every hit, we aren't only reducing our dps but also not pushing enough hate to make the mob turn. Remove ability or make it hit hard, I don't care, but a teasing ability that doesn't work in the real world is not good enough. Make it able to hit from front.
    •Blinding Flash: This ability is very useless, it has no real use, 6 sec stun or until damage done, really, it's no use because you cant DMG in that time. Make it 6 sec normal stun, make refresh longer. Remove the "Infront" only also.
  2. -Trick Attack - Rogue's Hate push. Allow us to use it from the front, so we can push hate away from ourselves. We are the rogue class afterall, we should be looking out for ourselves!
  3. Jakkal@Telon wrote:
    Thank you, added!
  4. Nice Job Velt! :)
    Some good info mate.
  5. Criminal Intent:
    Issue: Not working properly, damage % is not giving the full value as intended.
    Fix: Please correct % damage value to reflect description and increase Global refresh and endurance lowering from 5% to 10%.
    [IMG]
    Lethal Strikes:
    Issue: Mana drain portion is crippling us, without full raid buffs and mana regen potions, it is impossible to keep this active. Damage % not working as intended.
    Fix: Bring damage portion back in line with description and increase endurance regen from 10 to 20 per 6 secs to help mitigate endurance issues. Lower mana drain from 52/sec to 26/sec to help with our serious mana issue.
    [IMG]
    Ploy:
    Issue: 6 secs is not long enough to take advantage of this ability while it is on a GCD timer, cast is instant but GCD is 1-1.5 secs which chews a good portion of the ability time and makes it near impossible to fire off our burst abilities even macro-ed in, within the allotted time frame, rendering this ability almost useless.
    Fix: Stop it from triggering GCD, increase refresh if needed but leave instant cast and remove GCD OR extend from 6 secs to 8-10/secs if you wish to leave GCD on this ability.
    [IMG]
    Shadowblade:
    Issue: Zero (0) damage tick portion of ability and this was the ability that was just looked at and changed to crit.
    Fix: Correct the zero (0) bleed portion back to normal.
    [IMG]
    Time for bed but I will update again when I get a chance tomorrow, fellow Rogues please add to this as needed or recommend changes if you do not agree with what I have posted..
  6. I applaud your work Kilsin, but fixing tooltips is the lowest thing on my list. Tooltips have always been okay at best and wrong most of the time. There is a system that prevents the correct amount to be updated for shadowblade and fixing it won't fix our class. But if the fix is easy, well I don't mind them putting a bit of time in it.

    The list seems good. I think this is a great comprehensive list that should, if the important things on the list are worked on, it would fix our class to compete again against the other classes.
  7. Kindair@Telon wrote:
    Thank you Kind, I didn't intend for the tool tip to be fixed, just using them as a guide for the Devs to be able to actually see the abilities rather than us just throw numbers and words at them, i thought if I break it down to a few major issues and provide tool tips as "proof", state the issue and a reasonable fix, Gidoo and the guy's might look at it more closely.
    I do not mean to take anything away from Veltan either, he has done a great job compiling our issues list, I just raised a few concerns and suggestions of my own.
    I was not seeing the bleed portion tick last night and then saw the tool tip show (0) I may be mistaken but it appeared to be broken. I will try and test more in raid today but I was asking for the actual ability to be fixed, not any of the tool tips, I should have probably worded it better, sorry mate
  8. Kilsin@Telon wrote:
    Don't say sorry. You had good intentions and you can back up your ideas. I just read your intentions wrong, but that doesn't mean you have to apologize (and I'm no saint or god, so what you say is just as important too :p).
  9. Have been tweaking this a little, adding a few things and removing some. If you have time to read, please do, and let me know if missed anything. Or if you disagree, let me know.
  10. As i already poined out to veltan ingame the rogue % damage buffs works like all the other classes buffs
    if you have 100 base damage and get a 10% a 8% + 8% + 5% ( diplo) and another 10% you will end up with 100 + 10+8+8+5+10 = 141 dmg. so yes, then your last 10% is not actually 10% of your total attack damage, but 10% of you base damage. thats just the way it works.
    now correct me if im wrong but im pretty sure veltan measures likes this and expects a % of total damage. not sure how klisin does it, ive not seen any test data from him.
    your never gona see ( total damage) + 10%. would be quite op
  11. Alimora@Telon wrote:
    I wouldn't expect a total damage + 10%, I agree it would be close to OP and probably make it difficult to keep our aggro in check but it is hard to say without actually testing that kind of damage output. (it would be nice to test it though :))
    I would still like to see some of our major abilities and finishers fixed and given a bit more damage, as it stands we can put out some decent dps but the whole Rogue class was not meant to be decent dps, Rogues were built to be the melee glass tanks and with all the limitations (positional, stealth breaking from a lot of abilities/clickies, forced to use duel daggers etc.) I really hope we can at least get get some of them fixed to give us a bit of a boost.
    Even fixing 2-3 things on either Veltans or my list would help the Rogue class out a lot at end game.
  12. Alimora@Telon wrote:
    I know this, and I don't except a total 10% damage increase...
    Glad you pointed it out actually, as I realised that's how my question might have been interpreted. I tweaked it a bit for better understanding.

    But one buff giving 10% and another buff giving 10% are giving different amounts. (Lethal Strikes, Bloodlust); + 20% dagger buff should be giving double of Bloodlust for example, but it's giving only as much as Bloodlust gives, eventough the 10% difference.. Bloodlust in this case stacks most, while Lethal Strikes and Dagger buff are stacking LESS, I only ask this to be fixed.
    Both can be turned on alone, so there is no logic there. And the ones giving less damage aren't stacking correctly.
    And I'm quite sure I said the same to you last time
    How it's currently :

    Bloodlust 10% damage buff = 6% total damage increase w/o buffs. (shows 10% in stats tab)
    Lethal Strikes 10% damage buff = 3% total damage increase w/o buffs. (Shows 7% in stats tab cause of ammo case buff isn't stacking with lethal strikes)
    Dagger buff 20% damage buff = 6% total damage increase w/o buffs. ( shows 20% in stats tab)
    Now as you can see..
    I expect Bloodlust to stack correctly and is giving correct amount of "total damage increase" w/o buffs. What I want fixed, is Lethal Strikes and Dagger buff giving corresponding amount..
    Each of them is tested separately, alone, without buffs, and yet the stacking issues occur.
  13. Veltan@Telon wrote:
    +1
    This is exactly the same stats I get too Velty.
    No matter how many times I try to tweak it, change gear, add or take away buffs I always come to the same %'s.
    These procs/buffs are broken and in need of some Gidoo love! :)
    A lot don't stack either or get over ridden by civics or class buffs...which is pretty sad considering this is (apart from forced daggers and T3 PotA/Epics) why we are losing so much DPS end game.
    Our scrolls are pretty much for 1-50 solo buffs. 3-4 specific class buffs override all over them.
  14. Yeah, so, Fix these stacking issues :

    Bloodlust(10% damage) is stacking correctly, and giving 6% total damage increase w/o buffs.

    Fix "Lethal strikes" (10% dmg) to give 6% damage instead of 3% damage. (doesn't stack with Ammo case 3% damage buff)

    Fix "Dagger Expertise" (20% damage) to give 12% damage instead of 6% damage. (Fix All levels of Dagger Expertise 51-55)
  15. Not sure if it was the forum revamp but your first link in your post Velt is now not working. Just an FYI.
  16. Just a heads up that we have made some tweaks based on your feedback here. I have also fixed the epic since it looks like it was not proccing at all. Look for this in the next patch.
  17. Silius wrote:
    I am cautious to say thank you just yet Silius.
    I hope you are able to fix a few of our issues and slightly raise our Dps, it would be much appreciated. I look forward to the patch notes.
    (If you need people to test these to help you guy's out, you need only ask, you have some very good Rogue's at your disposal that have been wanting this for a very long time.)
  18. So with us actually getting some attention and NOT what we were actually looking for, I'd like to personally weigh in with my opinion again on what I percieve to be REAL areas of concern for our class.
    First I'd like to say thank you to Veltan, Kilsin, and Jakkal especially for the amount of work and testing they have put into this for everyone. Especially Veltan and Kilsin. No offense Jakkal but I don't think either of us have put in the time these two knuckleheads have with all their parsing and testing crazyness.
    So I've been reading and re-reading and RE RE Reading the consolidated issues and for the most part agree with ALOT of it! As a blanket statement I would say absolutely...pleases devs...use that as a guideline when considering changes to our class. I would however like to just take out a few things or change a few. I realize our DPS is absoluetly atrocious comparitively speaking to the other DPS classes in the game and Veltan has layed out some incredible detail to how he believes certain abilities should be changed. When it comes to changes to abilities I am VERY INTERESTED in actually FIXING the broken ones that have been listed and making sure others ramp up properly with our level increases (which in essense means they're broken as well). We need to be very careful however when asking for all these "Boosts" to this ability and increase the damage to that ability. It seemed like almost EVERY ability we have was listed with some sort of BOOST. I know it's better to ask for the moon and see what we get but after the whole HN thing I'm worried about what they'll do next.
    For example...
    •Lethal Strike eats up too much mana. It goes up 1 mana/sec by each level. Our mana regeneration doesn't scale up. Lvl 55 rogue has serious isses. Make Lethal Strikes NOT cancel vitality based mana regeneration, as it currently does. Consider also lowering the mana cost.
    I SERIOUSLY do not want the devs wasting their time on the mana cost of this ability. I do not agree with the assessment that our mana consumption is too high. This ability is not meant to stay up indefinately and act like some automatic damage buff for us. If we're fully raid buffed our mana is EASILY managed with the use of just berries let alone regen pots or asking your neighborhood PSI for some love. Is the buff not working properly? Absolutely and you listed exactly that....
    "Anyway since Bloodlust is 10% damage boost, and gives 6% damage increase, and Lethal Strikes is 10% damage boost, it only gives 3%. So there must be some stacking issues. Dagger buff is 20% and only gives 6% so it's like Lethal strikes, bugged. It should give atleast 12% if comparing to Bloodlust bonus. So, fix stacking Issue with Dagger buff, it needs to give 12% alone, and fix Lethal Strikes stacking issue. It needs to give 6% as bloodlust does, not 3%, since they are both 10% damage increase buffs.
    •Lethal Strikes is only giving 3% dmg atm, it doesn't give 10% as it should. It's not stacking with with Ammo Case Dmg buff, like teraxes pouch, fengrot pouch, toxophiline pouch. At Stat's tab when you turn lethal strikes on it gives you 7% Dmg, and when you unequip ammo case, it gives 10% dmg. So ammo case is a sure thing. Still when looking at attack rating, it's only giving 3% Dmg increase, While Bloodlust gives 6%."
    Another one...
    "Furthermore remove the PET proc from Pota 5 piece set. They give us something like 200 extra DPS.. Give us a Equipped effect or buff or whatever that amounts to about 200-300 DPS. We don't really want a pet.. they su.ck and die too easily.."

    I'd say again....Who cares? Don't waste your time with this. Consider it just a graphical DoT for us and move on. I do not want the devs wasting their time with something as innocuos as this and besides it gives a bit of "flavor" that I have talked about in the past.
    Basically I'd just like to streamline what we're asking for. If it increases our DPS then it's a huge yes! If it FIXES an ability then it's a huge yes! I'm going to copy and paste Veltan's write-up and make a few tweaks and repost and see what you guys think.


  19. Rogue Class Intent: Pure Damage class, rogue gives nothing else to the raid except Damage, and that's why we should be top 1/2 dpser depending on the mob.
    Rogue General Issues:
    •Rogue DPS is too low, the forced change from using axe/sword in mainhand to dual wield daggers hit us too bad. The 20% dagger dmg, -15% Global Refresh Time, -7% Endurance Cost buff didn't fully balance out the change. Especially when you considering the -15% global refresh haste does not stack with Epic Bard Song Component. Please don't give us buffs to make us better, Instead boost our abilities. What happens to Criminal Intent(Dagger Expertise, Weapon Blur) when we hit lvl 56-60 in the future? We lose DPS again? it only says its up from 49/50 to 55. Find a way to fix our lost damage from Axe/Sword in Mainhand!!•Weapon Blur -15% Global Refresh Haste is useless. Global Refresh Haste has a HARD CAP. Epic Bard Song already hits HARD CAP, making the buff useless. MAKE Weapon Blur -15% Global Refresh Haste go OVER THE CAP!!!!!!!!
    •Criminal Intent is bugged : It's gives 2 buffs "Weapon Blur" and "Dagger Expertise" "Dagger Expertise" buff isn't stacking correctly as is described below. "Weapon Blur" ability should give -5% global refresh and -5% endurance costs every 2 levels from 49 to 55. It should be giving -15% endurance costs, but it's only giving -7%. FIX!.

    •Boost "Criminal Intent" buff, Make "Dagger Expertise" give 40% damage 400 flat damage, make "Weapon Blur" give 30% damage, 5% crit hit chance, 5-10% crit damage bonus, 5% strikethrough chance & amount", on top of what it already gives This would compensate for Axe vs Dagger in Mainhand Difference as explained below.

    •Dagger expertise (20% damage needs buff up to 40%) to compensate the attack rating difference, Axe vs Dagger. We also need damage range difference with ABILITIES with axe in MH vs dagger in OH added as flat damage on top of our ALL damage abilities, 400 flat damage would be a balanced average. We need Strenght Damage Bonus from capped STR 990+ Increased. For example Monks have 967.4 STR damage bonus, because they have always weared lower dmg range weapons, claws, ulaks, handwraps etc. Rogues were forced to dual wield Daggers. So we need STR damage bonus increased, It's currently 884.8 at 990+ STR, because we wear LOW damage range weapons now instead of Axe in mainhand.

    •Rogues deal more damage with Sword offhand. The reason why Sword is better in offhand is, because there is hidden modifier how much each weapon adds in damage range. daggers/claws/shortswords add less, then comes longswords/hammers/clubs etc, and at last 2 handers, which add the most. The Hidden Modifier is tied to weapon speed. Axe/sword 2.75. Dagger 2.25. 2 Hander 3.25 ,etc.
    It work's something like this "Weapon Damage Range x Weapon speed modifier". When you compare a longsword with 150-230 weapon range in Offhand, instead of 209-254 weapon range dagger in offhand, you will notice the sword will give you ALOT more attack rating/damage. Now imagine using end-game longsword. Due to this thing, the dual wield dagger buff "Weapon Blur" needs a huge upgrade, otherwise rogues will just use swords in offhand when raiding, or atleast those who know about it. Make "Dagger Expertise" give 40% Damage, 400 Flat damage. Make "Weapon Blur" give 30% Damage, 5% Crit chance, 5% crit damage, 5% strikethrough chance & amount, -15% Endurance costs, -15% global refresh haste. The reason "Weapon Blur" needs 30% Damage, is because, otherwise Longsword/axe/hammer in offhand gives more damage. The reason it should give also 5% crit chance, 5-10% crit damage, 5% strikethrough & amount, is because It's one of the lvl 51-55 abilities, it should be considered an upgrade, not just a balancing ability.

    •The Dagger buff "Dagger Expertise" "20% DMG" isn't stacking correctly. It's only giving 6.21% Damage now. Before when we got the 5% Dmg buff it was giving 2.07% Dmg. Now I know, it shouldn't really give 20% total damage, but currently it's only 6% dmg increase. It should be 12% damage increase if it stacked correctly.
    Anyway since Bloodlust is 10% damage boost, and gives 6% damage increase, and Lethal Strikes is 10% damage boost, it only gives 3%. So there must be some stacking issues. Dagger buff is 20% and only gives 6% so it's like Lethal strikes, bugged. It should give atleast 12% if comparing to Bloodlust bonus. So, fix stacking Issue with Dagger buff, it needs to give 12% alone, and fix Lethal Strikes stacking issue. It needs to give 6% as bloodlust does, not 3%, since they are both 10% damage increase buffs.

    •Lethal Strikes is only giving 3% dmg atm, it doesn't give 10% as it should. It's not stacking with with Ammo Case Dmg buff, like teraxes pouch, fengrot pouch, toxophiline pouch. At Stat's tab when you turn lethal strikes on it gives you 7% Dmg, and when you unequip ammo case, it gives 10% dmg. So ammo case is a sure thing. Still when looking at attack rating, it's only giving 3% Dmg increase, While Bloodlust gives 6%. Make it give same amount as Bloodlust.
    •Rogue Ability Damage Bug - http://forums.station.sony.com/vg/p....topic_id=56213, This link USED to point to the description and screenshots. Not sure where it went after the forum revamp.

    •Rogues are currently missing too many attacks. Today when I was raiding I missed 5 DD abilities in a streak. The issue might be "Vampire Tooth dagger", or "Dagger of Dispelling". Because that's what every end game rogue uses, we have no other alternatives. But it might be something totally different. Something is making us miss our Burn (Quickblade+Quickening Jolt+Vital Strikes+ Keen Eye) with shank/shiv, I always miss with those nowadays.
    It might be our Epics, at least our Offhand Epic activated ability makes us miss. But the mainhand epic might make us miss too. All I know for sure I'm missing too many shots atm, and it needs a fix! Rogue epics make us crit less, make us miss more! fix!

    •Quickening Jolt is bugged for abilities that hit twice in nature, (Shank, Shiv, Kidney puncture with Pota 5piece flag, Shadowblade with pota 5 piece flag) The QJ only applies to the first hit of the ability, not the second hit. Needs a fix.

    •Bloodlust 10 endurance/6 sec effect isn't stacking with Shaman Endurance regen buff, Make it stack. Rogues have huge endurance problems.
    •Rogue Endurance costs are too steep. Consider lowering the endurance cost of shadowblade to 9, Eviscerate by 6-7 endurance, and Backstab by 5 endurance, and Wicked strike by 10 endurance.
    Also, Bloodlust 10endurance/6sec buff doesn't stack with shaman buff. Consider making it stack.

    •Give us Epic Stealth Level as promised with the epics. Make it give a damage boost obviously of some sort. Make it more resiliant versus breaking. Make it USEFUL, everything lvl 50-59 SEE through stealth. Make EPIC stealth actually "STEALTH", so nobody can see us. Maybe only raid bosses see through it, but not trash mobs! It's a leveled skill ability, not like invisibility. Make it at least better than invisibility.

    •Blood of Decay darts (mezz darts) duration is linked to if a mob is flagged to see through stealth or not. If a mob is flagged see stealth, the duration is 3 seconds. If a mob doesn't have the see stealth flag, the duration is 35 seconds.

    •Rogue POTA 5 piece armor buff has a problem. 5% chance to make Shadowblade + Kidney Puncture hit twice. This is a problem because:
    1. If we ever get lvl boost 55-60 for example, and upgrades for these skills, the buff becomes obsolete.
    2. If we ever get superior versions of these, the item buff will become obsolete.
    You need to change it somehow, make the 5% proc to all Backstabs, and versions, and future upgrades of abilities.
    Make that 5% proc to Impale/shadowblade and all versions of it, and future upgrades as well..

    •Give us Superior Shank/Shiv since they are already in game, but not pushed to live!!
    •Rogue 3 piece pota item Buff (arms, belt and wrist) doesn't give all the said stats on the buff. It's missing the +3% critical dmg bonus.

    •Activated Abilities breaks Stealth!! Ulvari Mask of Speed, Cloak of Dar, Book of Ancient Ro, "Bane of Ulvari Ability", to name a few. Change the standard code for Stealth so that by default nothing activated breaks stealth so you don’t need to fix every single item there is!!!

    •Damage Shield breaks stealth! This is very annoying. Most mobs have some kind of damage shield, fix it!

    •Fun With Lint book requires super rare crafting components to make. Makes the skill book useless. Also Lint requirements are too big. Lower the Lint requirements, and make the crafting component that’s needed to craft bought from the rogue trainers.

    •Make BoD Mythic Dagger BoE
    •Tweak the Poison/scrolls/flechette/Darts cost. Reduce the cost slightly. We’re the only class that has to “buy our DPS” so to speak and the increase is so minimal it’s almost not worth it anyway! Seventeen silver a stack is too much

    •Consider tweaking our poisons/scrolls/flechettes/darts if you have time. They are bad. Consider the EQ2 poison system. It was pretty descent.

    •Our group buffs don't always stack with other classes, so while we do add good buffs when no one is around, as soon as we add other classes almost every buff we have gets overwritten or reduced by their effects.

    Rogue Epic Issues:
    •General Issues : Rogue Epics make us miss shots, make us do less crits, make us less damage. They are totally bugged. The buffs last shorter than they show on buffbar. first level buff lasts 20 sec. Second level buff last 15 sec. Third level buff 15 sec. But when looking at stat tab, the ratings % they give, are dropping 3-4 seconds before the buff itself drops. (Bugged)

    •Mainhand Epic : My parser doesn't see any strikethroughs gained from Mainhand Epic. It may be broken, It seems to give the buffs to stat tab, but I'm not sure if they are actually giving us what they state. Even if it did It's not good enough. It needs a boost of some sort. Both of our Epics are totally lacking in usefulness. The epic itself is too hard to use, you can't really time your best attacks to go when the buff is at highest level. It doesn't work as intended Imo.

    •Offhand Epic : Again, My parser doesn't see any kind of gains to damage from Activated Ability. It should give 20% critical damage bonus but it's only lowering our damage. The 100% Strikethrough amount/chance works though. This Epic is only good vs Zodifin Adds, as it boosts your damage versus them. But other than that it's useless. It only lowers our DPS, since it's bugged. Furthermore it's too hard to use. Timing QJ + QB + short duras with it are just frustrating, because we need to also keep our DoT's up.

    •Overall : Our Epics are bad, They lack in everything, are frustrating to use, and don't improve our DPS. Consider boosting or changing them, how they work, and what should they give. I know many rogues don't feel their epics was worth the time grinding them. I need more input from other rogues what kind of changes we are looking here though before I give any examples.

    Ability Issues
    Damage Abilities
    General Issues: Our DD abilities are too weak.
    •Ravage
    It's our main burst ability, that works only out of combat. The main problem it lacks Damage. It should hit twice, like Shank and Shiv but it doesn't. Also, because it's only usable out of combat you might consider making it do 500% weapon damage + hit twice + Boost flat damage a little.
    Ravage is canceled when a random proc occurs. See topic http://forums.station.sony.com/vg/p...?topic_id=56305

    •Backstab Chain Line (Shank/backstab/Shiv)
    Rogue Backstab chain line is weak, it consist of only two chains, Shank and Shiv. Consider adding 3rd finisher after Shiv is performed. 400-450% weapon dmg + flat damage + hits twice.
    Make Shank/Shiv deal more damage. Make them 450% Weapon Damage + hit twice + boost flat damage a little. They are too weak atm. Consider lowering the refresh by 1-2 sec also.
    Make Backstab/Kidney Puncture do 400-450% Weapon dmg + boost flat damage. It's too weak.
    Consider lowering Backstab/Kidney Puncture endurance cost, Rogue is struggling with endurance problems.
    Backstab Chain Line showing damage few seconds too late occasionally (BUG), It's not sure if the damage is actually applied or not due to this bug.

    •Vicious Strike/Deadly Strike/Wicked Strike
    This line is very weak, consider boosting its damage, so we wouldn't be so helpless in situations where we cannot backstab. A good example would be boosting it to deal 200% Weapon damage + the flat damage it already does.

    •Blinside
    Increase the duration of Blindside by 3 seconds. It’s impossible to get off TWO attacks that can take advantage of the buff unless you have refresh haste gear and even with the gear it’s difficult at best.

    •Fatal Stroke
    Fatal Stroke should be a fatal stroke, at least consider making it equal in damage to a shank or shiv ability, deal enough dmg to be used for something other than a finisher opener. Make it hit twice, like shank and shiv. Make it do a lot more dmg.
    Nearly every encounter/monster in Vanguard is immune to Fatal Stroke, it makes the ability completely useless. Remove the immunes.

    •Wicked Strike
    It's a VERY underwhelming. Consider increasing the damage. Refer to "Vicious Strike/Deadly strike line" as to what to do. Maybe make it do 200% weapon damage + current flat dmg.

    DoT Abilities
    •General Issues: Rogue DoT Abilities are out of synch. All our DoT's tick every 3 seconds, Eviscerate, Shadowblade, Impale and Hemorrhage last 30 second. Lacerate 15 seconds. Some of them used to tick every 2 seconds, and was changed to tick every 3. Their damage didn't get boosted accordingly, so they messed up the dps/damage.
    •Shadowblade: Consider boosting the damage of DoT, and the dd portion to 200% weapon dmg. Adjust the endurance cost to 9, remove the positional requirement.

    •Eviscerate : Make Quickblade affect Eviscerate. Atm, it's not affecting Either DD portion of Eviscerate, nor DoT portion. Make it affect both. I agree it shouldn't affect DoT's, but it should abilities with DD + DoT portion. (Monk doubler does this).Consider boosting eviscerate, give it a flat damage increase.

    •Lacerate : Make lacerate 30 sec duration, like shadowblade, impale, hemorrhage, giving rogues more time to use DD abilities. ADJUST THE DAMAGE ACCORDINLY!!!

    Short Duration Buffs
    •Quickblade
    Quickblade has too long refresh (3 minutes), it lasts only 8 seconds, and boost only few abilities. Consider Adjusting the refresh rate to 1-2 minutes.
    Quickblade is bugged, it doesn't apply the double hit effect on random occasions, something is canceling it.
    Abilities that don't trigger Global Cool Down effect cancel Quickblade's effect occasionally. Examples : Knee Break, Ravage, Procs, other short duration buffs, etc, etc.
    Make Quickblade Affect Eviscerate, Both DD and DoT portion. (Monk Doubler does this). It should affect abilities that have both DD and DoT portion. I agree it shouldn't affect DoT's.

    •Keen Eye
    Keen Eye's 8% Critical Hit Chance doesn't stack properly, It's only giving 3% Critical Hit Chance, in stat's tab (Bugged).
    Defensive Stance
    It's bugged, the -5% Ability refresh haste doesn't stack with buffs. Make it stack.

    Defensive Abilities
    •Elusive Mark
    Make Elusive Mark 100% dodge for 16 secs. Parry is useless in new world content because it doesn't do anything vs spell types, and nearly all mobs 51-55 do spell type abilities or DoT's.

    •Ploy
    Make Ploy NOT trigger Global Cool Down. (I would leave this with Parry so we could still use Fade. OR…Make Ploy a Dodge ability as well but also make Fade usable after a successful Parry or Dodge)

    •Deter
    Make Deter 100% dodge for 1 attack/60seconds.

    Utility Abilities
    •Trick attack: Increase the amount of agro generated towards the defensive target slightly. (Remember folks, this is more for helping tanks hold agro, not for dropping ours. For Dropping agro we have Escape, Ploy/Fade, Drub)
    In closing, we are seriously lacking in DPS. Make us parse like other classes, or even more, like we should. Like rangers doing 20-28k/Monk's 20-25k... We are parsing 15k MAX.

Share This Page