Rogue class changes

Discussion in 'Light Fighters' started by Jakkal, Nov 12, 2012.

  1. Tendresse New Member

    • Let us use our darts in combat.
    • Let us apply 2 poisons, one per weapon.
    • We should be master of invisiblity. Stealth > invisible spells
    • Let us craft our poisons, darts again. Pickpocket is useless apart for bandages.
    • Add more useful poisons and darts.
    • Make Imperil works on high level targets. Almost all mobs are immune.
    • Give us one direct ranged ability such as "head shot". Need to be in stealth mode, maybe from behind, and using throwing knifes
    Kilsin likes this.
  2. Crippled New Member

    • Let us use our darts in combat.
    This would be a nice change though honestly with darts lasting 5 minutes and being powerful tools already when use intelligently the only one to really benefit from this is the sleep dart.
    • Let us apply 2 poisons, one per weapon.
    Poisons are very costly in raid or even a solid group of 6 you can burn through stacks of poisons. It would be much more viable if they made it so they stacked to 999 like Flash Powder and the cost stayed the same and you bought them in stacks of 500 or so. Would help rogues save space almost all high level rogues wear a Pota Belt, and a rogue utility pouch in appearance slot to have enough space to hold all of their Flechettes, poisons, scrolls.
    • We should be master of invisiblity. Stealth > invisible spells
    Stealth is better then invisibility up till 50+ works on both undead and living creatures. The problem arises in 51+ areas where no matter how high you get your stealth even at 800+ sneak you can't stealth past mobs. Would be great if this was changed so that rogues could sneak up on mobs or even round a corner and let the group know where the pathing mobs are coming from.
    • Let us craft our poisons, darts again. Pickpocket is useless apart for bandages.
    If implemented correctly this could add much to the class as a whole for unique gameplay and depth to the class. especially if it was made similar to how the bards make their songs. It would actually fix quite a bit of the whole space and cost issue if rogues could open up a page and combine say 1-6 different effects to make a poison.
    • Add more useful poisons and darts.
    Other effects would be nice though between darts and poisons we do have some decent variety of effects we can apply.
    • Make Imperil works on high level targets. Almost all mobs are immune.
    Fatal Stroke also has the same problem as well with mobs 50+
    • Give us one direct ranged ability such as "head shot". Need to be in stealth mode, maybe from behind, and using throwing knifes
    Would rather have them work on other things then this. While it would be nice to have a ranged ability would say 9 of 10 times rather ravage>kidney pucture a mob combo as a opener then a ranged attack.
    Stipple, Wintertyr and Kilsin like this.
  3. Senjalle Member

    I don't know if it used to be the case, but pickpocketed poisons are definitely stacking >7 now. Not that it's relevent because the bonus they give is small enough that simply not using them is easier.
    I was looking at my spellbook the other day and thinking they could remove Hostage Negotiations, Plunder and all the lint effects apart from Bandages and the only reason it would be noticed is because the macro'd crit chains would stop working.

    The problem is, as someone (I forget who, sorry) mentioned in another thread, the basic concept of stealth - the ability to bypass content - is seen as an exploit. On top of this the idea of 'requiring' consumables to fulfil your role is seen as bad design and the fact they don't scale makes them a pain to balance, and so poisons get scaled back into a fluff effect.
  4. Senjalle Member

    Although, I really like this idea:
    Possibly with the ability to pickpocket additional recipe components from higher level mobs to balance the scaling issues?
  5. Nejibana Active Member

    please, please, please, please, please, pretty please with a raki on top, let the rogues assemble their poisons/utilities again!
    Isoel, Stipple and Kilsin like this.
  6. Stipple New Member

    I'm curious, have the devs ever commented on the Rogue issues? It seems that they should of been at the top of the 'class overhaul list' for awhile now. Please correct me if I'm wrong but we've seen tinkering for lots of classes but nothing for Rogue, this baffles me :(.

    I don't play a Rogue as a main but definitely would if atleast some of these issues were looked at. Rogue is/could be a very interesting class that has been crippled by neg issues. It seems that plenty of intelligent feedback has been provided by vet players regarding these issues so why no official comments from the devs?
  7. Kilsin Well-Known Member

    Rogues have received a couple of minor tweaks but mainly just adding 10% dps to our buff and then throwing us in the too hard basket again.

    The new Devs have said starting with Druid they were going to do a class balance sweep, stated by Harvey, the Producer in an interview, this stopped after Druid (except a few DK tweaks which was not enough) so who knows.

    Rogues still do have a lot of issues with useless abilities, bugged abilities/darts, lack of dps compared to others utility but I can't see them ever bothering to do anything about it after all that has happened, I hope I am wrong.
    Isoel likes this.
  8. Whiteboy Member

    Being the first and main toon I made was rouge when I started to play the game after F2p, I can't compare to the old style like everyone mentions. But after reading some of the old threads and info on sites I would love to be able to craft and/or customize our poisons. And drop pickpocket altogether. Even if I have to buy the ingredients from our trainer to make them I feel it would help the class. And I don't see why people are always saying Rogues are worse class to solo. I'm currently Lvl 31 and I say about 75% of that was by soloing. I will admit I do better when my girlfriend groups her lvl 31 shaman with me, but still out of the light fighters I'll take a Rogue anytime.


    Although now that I'm messing around with a Lvl 19 Ranger its a tough call. Hmm I think I want a ranger/rogue offspring, now that could be a fun class!
  9. Wintertyr Member

    Ill throw in a free gnome to see these changes happen :p
    I miss my rogue
    Isoel likes this.
  10. Stipple New Member

    I'll see your gnome and raise you 2 Raki ;)
    Isoel likes this.
  11. Wintertyr Member

    I'll see your Raki's and raise you 2 Halfling's in a pie ;)
    Stipple likes this.
  12. Arctic_Slicer Member

    Yeah unnerfing the rogue in this game is long overdue. Pre-nerf rogues were a much a cooler class than they are today and should be returned to be more like they used to be.
    Kilsin and Wintertyr like this.
  13. JOnsieMcJones New Member

    I see no one has commented here in a while, but I'd like to say that Rogue changes would be great. My only character right now is a Rogue and it sounds like these changes would make playing her a whole lot more interesting. :)
  14. Wintertyr Member

    The old rogues, could actually survive an encounter after saving the cleric or who have you, with our skills

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