A lot of TRs have different ideas as to how they wish to play the rogue. People wish to play the TR as a glass beatstick, hence we have the Executioner. Some people like to play in and out of Stealth and get the best of both worlds, which is supposedly the Scoundrel. And finally, some people, like myself, wish to play their rogue as a trickster, effectively utilizing his Stealth mechanic to elude his opponents and kill them slowly from the shadows; and this is the Saboteur path.
We have 3 feat trees, and I think that is more than enough to cater to the play style desires of the TR population. First and foremost, let's take a look at the most integral part of being a rogue;
Stealth.
Stealth: One change the devs can do for the TR is to rework the Stealth Mechanic. Most other classes in particular think that At-Wills should break Stealth, so why not? Let's imagine At-Wills can break stealth, but look for a reasonable compromise. What I'm thinking of is, in exchange for At-Wills breaking Stealth, why not change how Stealth works in its core? Make it so that we can enter Stealth ANY TIME our meter has available Stealth just like the DC's Divinity Bar. Hit TAB, we enter the shadows, whether or not our meter is full. This way, TRs will be able to enter Stealth and go out of Stealth much more flexibly when using At-Wills, at the same time, this will make it so that attacking from Stealth will require a little more planning and skill for the TR's side. In exchange, however, At-Wills should also gain a benefit, or an additional effect when used from Stealth. A damage bonus would be good enough but as an avid supporter of the TR class since Beta, I personally would like to see more intelligent mechanics for our At-Wills when used from Stealth IF they will now break Stealth upon using it from Stealth.
The mechanic where incoming damage contributes to the depletion of our meter should also be removed. We are the only class in the game with a mechanic that has this severe of a downside, as our survival mostly depends on Stealth. It would also be great if we received a third Dodge pip, just like the CW. But this is just wishful thinking right now.
Encounters: We have a lot of sub par encounters. As rogues, we are limited to being able to use only a few of our encounters, leaving the others unwanted due to their inherent uselessness and senseless limitations. Here are some possible reworks to our encounters. The themes I have in mind for the encounter reworks would be "combos", "trickery", and "execution." Encounters will still deplete Stealth upon use.
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Dazing Strike: Remove the activation time and turn it into a burst. When used from Stealth, decrease the remaining CD of Dazing Strike by half.
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Deft Strike: Reduce the CD to 4 seconds, when used from Stealth, increase the damage of your next encounter by 25%. This encounter will not deplete Stealth upon use, but will break TRs out of Stealth like an At-Will.
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Lashing Blade: Remove current Stealth Mechanic. Change it to "When used from Stealth, ignores enemy Damage Reduction."
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Bait and Switch: Remove current Stealth Mechanic. Give Bait and Switch 3 charges, 10 second cooldown per charge. Make the dummies look like an EXACT copy of the player. Bait and Switch roll is considered as a "Dodge." This encounter does not break the player out of Stealth. When the dummies are hit by opponents, the TR regain Stealth.
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Blitz: Remove current Stealth Mechanic. Increase Blitz Target Cap to 15. When used from Stealth, reduce the CD of this encounter by half.
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Path of the Blade: Make it proc Weapon Enchantments.
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Impossible to Catch: Remove current Stealth Mechanic but it still grants CC immunity for 5 seconds. Add mechanic where ITC grants 60% increased movement speed (20% per rank) for 5 seconds. When used from Stealth, increase Stamina Recovery by 100%.
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Vengeance's Pursuit: Reduce CD to 6 seconds. This power's Knife Throw portion can be activated while running, still marking targets. Reactivating this power will teleport you to the Marked target and will break any CC effect upon use. When used from Stealth, this power will Interrupt enemies and will go through CC immunity. This encounter will not deplete Stealth upon use, but will break TRs out of Stealth like an At-Will.
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Impact Shot: Remove the mechanic where it gets reduced damage as charges go down. When used from Stealth, this power interrupts opponents. This power gains 25% increased damage if you are within 20' of your opponent, and will gain -25% less damage if you are beyond 40'. This power now has a 60' range.
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Shadow Strike: No changes, this power is perfect as it is.
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Wicked Reminder: Wicked Reminder stacks will cause opponents to Bleed. The more stacks placed, the stronger the Bleed. It still has the same Stealth Bonus where it stacks 3 WR stacks upon use.
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Smoke Bomb: Enemies who enter the Smoke Bomb will be afflicted by a Poison-based DoT in addition to the Daze effect. When used from Stealth, TRs who are inside the Smoke Bomb area will regenerate Stealth faster.
At-Wills: At-Wills tend to be the primary source of damage for rogues who tend to play in Stealth. As such, I've been thinking of ways where At-Wills can behave in more Trickster-ish and Rogue-ish manners. Here are some of my current ideas that go hand-in-hand with the suggested changes to the Stealth Mechanic. These At-Will mechanics aim to surprise and overwhelm players with their unpredictability, and they require more skill to be of real use just like how a Rogue should be.
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Sly Flourish: Significantly increase the animation speed of Sly Flourish. This way, this At-Will can dish out a flexible and reliable amount of damage comparable to that of Duelist's Flurry, without the immunities associated with DF.
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Cloud of Steel: Remove the "Charges" Mechanic. Reduce the animation speed of this skill by 75%, effectively slowing down the rate of fire of this ranged skill, and effectively reducing the total amount of damage dealt using this skill. In exchange, this skill can be used while moving, but movement will be slowed down and the damage dealt by this skill is reduced while moving. Striking an opponent from behind using this skill increases the damage dealt.
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Duelist's Flurry: Remove the first 2 strikes of this skill. Instead, introduce a "Windup" Mechanic similar to the GWF's Reaping Strike and the CW's Storm Pillar. After charging Duelist's Flurry, the Rogue will "Lunge" towards the target, and grant him CC immunity while the Flurry animation is playing. The amount of flurries this skill will dish out will depend on how long the player charged his DF (4 seconds max, 1 second charge minimum). The rogue will be rooted while charging this skill. A fully-charged DF will inflict a large amount of single-target damage, on top of the bleeds. This will turn Duelist's Flurry into an excellent gap closer. In exchange, the skill will require more skill and careful planning to play, as the primary requirement for it to dish out a large amount of damage would be a full 4 second charge. It's a high-risk, high-reward mechanic that emphasizes player intelligence and skill.
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Gloaming Cut: Gloaming Cut gains 35% bonus damage the less the opponent's HP is. In addition, this skill now has a "Windup" Mechanic, where it would gain bonus damage based on the length this skill was charged up (max 4 seconds, 1 second minimum). This At-Will will cause the player to lunge towards the target, making it an excellent gap closer. When this At-Will is used to strike the opponent from behind, it gains even more bonus damage. This At-Will emphasizes high burst damage as compared to DF's Bleed/Flurry mechanic. It's another high-risk, high-reward at-will that emphasizes the players battlefield awareness and intelligence.
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Disheartening Strike: Remove the Bleed Mechanic. Instead, turn this skill into a high-burst ranged encounter.
(August 14, 2014): Updates to be followed.
I'll also be posting proposed changes to Class Features, Dailies, as well as Feats. So if you guys have any feedback or ideas regarding how you want to change the class, post them as a reply and maybe the devs will see some neat ideas that they may like.
Comments
1. ITC, I like your ideas but also like it just the way it is. Not a top priority to change for me. Just fix the glitch where CD goes off but no effect.
2. Smoke bomb, this encounter needs to work just like an NPCs. The effect happens right when you drop smoke bomb. It is so inefficient if there is delay between dropping it and when the effect works.
3. Path of blades, like your idea. Only thing would be if it could hit more than one person, we have like 0 AOEs.
Also just in general think of some things that actually make us tricksters. We get smoke bomb as our only real trick. I like your idea for Bait and switch . Maybe make it like the HR ability where you dodge the next hit against you. Could make for some interesting cat and mouse games. Anyone have any other trick ideas?
My final point is on duelist flurry. I think that if you manage to get 10 stacks against someone it should do some serious damage, especially on tanks. I would like to see a debuff for duelist that can be feated.
The big mistake was that one idea wasn't put forth in the beginning.. that being-
Skills and powers should be based on completely different tables for PvP and PvE. That is not difficult at all. No change necessary to address issues in one environment should impact the other, ever. Each has nothing to do with the other.
Roland Mac Sheonin GF | Tarron Direheart SW |
This is perfect I like it
Very nice suggestions here. One question on implementing the restealthing process, however.
If Stealth worked like divinity and you can stealth in anytime you have a partial bar, and at will only breaks you out of stealth ~ when you strike with an at will, you become visible and your stealth is stopped from draining.
Given this, how long will the delay have to be before you can restealth? If it's too short, you can easily spam Stealth > At-will > Stealth > At-will in a loop. If it's too long, you can get CC chained before you get the chance to restealth after using an at will. Moreover, how will Stealth depletion work then? As it stands now, a repleneshing Stealth bar is depleted by taking damage unless it is full. Perhaps remove stealth loss from damage or this concept might not really work.
All those ideas are impressive. Finally some worth changes! Keep it up.
But what you proposed here are only encounters changes. I think that you should change feats this way:
-Ruthless efficiency:When opponent is below 30% health point you gain +20-30%(i leave here gap to balance it) armor penetration
-Sneak of Shadows:Reduce stealth depletion of at-wills by 20/40/60/70/75%(exception is here gloaming cut)
-Baited action:Your bait lasts now 2/4/6/8/10% longer and generates 4/8/12/16/20% stealth more
-Sneaky Stabber:Your gloaming cut now has reduced stealth depletion by 20/40/60/80/100%
Now another path scoundrel, which should be build imho for pve mostly:
-Catspaw style:Your blitz and dazing strike deals now 4/8/12/16/20% more damage
-Berserk vitality switch it with mocking Knave so only scoundrel spec players will have access to it. Now berserk vitality:Increase your deflection chance by 2/4/6/8/10%
Also that capstone on scoundrel is too weak it needs rework but can't make up good change at the moment.
But still all those changes you suggested and those feats changes i suggested so far will not be enough. All encounter need damage improved. Also lashing blade will be useless from stealth against bosses when we already go through their armor(24%)
Also if you can't bring back shocking execution damage from before, then you need to rework it. During pvp it still has that useless damage. And during pve it has damage buffed by 300-400 %. TR need to have the best single target in game or at least equal with warlock. That is it for now. If i figure out some reasonable changes to executor path i'll add after my suggestions.
Asha-DC(Faithful-Anointed Champion)
Vilgefortz-CW(Thaumaturge-balance)
I like this.
I would like to see this though...
Tab = enter stealth
Tab again = exit stealth
So we can control when we go in and out of stealth
Deft strike: Cooldown reduced so we can use it like the TR in the opening scene of the game.
They're very nice suggestions. I still think that some feats need reworking and also the damage needs to be buffed (in general) to be able to be a good option for PVE groups.
I also like the idea of getting rid of the stealthmeter altogether, make it just a toggle, on/off. And any attacks unstealth you (maybe have 1 or 2 that don't, but don't do any damage) but this would need a further rework of the class and abilities.
-Sneak of Shadows:Reduce stealth depletion of at-wills by 20/40/60/70/75%(exception is here gloaming cut)
it would be 0,5%. Assuming that duelist flurry is like 12 hits per 2-3 seconds it would be bearable. Without that sneak of shadows rework stealth would drain too fast and TR would be useless.
Asha-DC(Faithful-Anointed Champion)
Vilgefortz-CW(Thaumaturge-balance)
encounter bar
deft strike
bait and switch
lashing
typical combat
start with deft strike to teleport to mob
immediately hit stealth
duelist flurry
duelist flurry
bait and switch to refill (just barely enough stealth left to do this)
duelist flurry
duelist flurry
lashing blade crit at end of stealth
This leaves me then the amount of time to continue fighting and dodging until stealth refills. The proposed Bait and Switch negatively affects my stealth rotation as well as i would hate to lose the AP gain from it.
Lashing change is better for pvp but way worse for pve. I already have 24% AP so it would be a straight nerf to its damage.
Deft Strike is a straight buff to the power and would give me more "dodge" ability during my cool down phase.
I realize there is likely big changes coming to Stealth but I am hoping that it is not a huge change in the way that I play.
but its kind a funny
i play with bait ,ss,itc my only dmg comes from df and now its suposse to get me out of stealth hehehehe.
and same time all forum gets alergic reaction when more dmg is mentioned.
so we will get same dmg less cooldown
i dont thing it will help much,
dazing,deft,wk,blitz,dont even scratch any decent 50k hp next mod class
this is high pace pvp not a chess
its a trickster rogue not trickster
we need dmg as well
At Wills
Sly Flourish - large damage buff to make it useful for clearing trash without having to rely on DF bleeds
Duelist's Flurry - small damage buff and/or quicker activation.
Cloud of Steel - No charges (PVE only) with damage capped at that of current 8 charges. This is so that TR can do something useful without standing in red
Gloaming Cut - Faster animation, reduce stealth gain from Sneaky Stabber to keep stealth gain the same as current game
Disheartening Strike - Faster animation
A few encounters
Deft Strike - TR is treated as being in stealth for a short period of time, only vs. the target. Other enemies unaffected.
Bait and Switch. TR's threat is transferred to dummy or else dummy is a hard AOE taunt in a small area. If dummy is destroyed before encounter wears off, dummy explodes in a small area for moderate damage.
Lashing Blade - buff damage, CD either shortened or else cut down significantly if LB misses
Wicked Reminder - Increase duration of debuff so that stacks don't fall off so quickly.
Smoke Bomb - Faster activation
Blitz - damage buff since it's unlikely they'll change the content at least we should be able to help more with trash clearing
ITC - fix bugs
Vengeance Pursuit - Uh? Replace with another power
Impact Shot - remove nerf. No idea why that even went live since it was long past its expiration date in PVP (As I understand it) and it's basically useless now
PotB - no real ideas.
Presumably they'll change stealth but perma builds are more of a PVP thing anyway.
Yep! That's the idea, a TR who can go in and out of Stealth freely as long as they have a meter available. Eluding opponents and attacking from Stealth will now require skill, careful planning, and creative play styles with such a mechanic in hand. Rogues can no longer attack from Stealth without being detected just like how they should be, which increases the risk of playing with a Stealth based build in both PVP and PVE. In exchange we gain the freedom of being able to Stealth up whenever we like, and go out the same way whenever we please. Not every rogue will be skilled enough in PVP to be able to properly pull of a Stealth > At-will > Stealth > At-will Loop. And popping out of Stealth actually puts us in risk of being CC-ed either way, so it's actually not that much of a problem if we can Stealth up immediately after popping our At-Wills.
I know this seems imbalanced at first, so let's add another risk; being afflicted by an Immobilize CC will render Rogues visible to all as a silhouette. It will not pop the TR out of Stealth and the meter will keep on depleting until the CC ends.
What do you guys think?
Wait til you see what I've got planned for Duelist's Flurry. I'm absolutely, 100% sure you'll love it when paired up with this new Stealth Mechanic I'm suggesting.
When in combat, it's almost too hard to gain stealth naturally (waiting for the bar to fill) which is why Shadow Strike became a staple in every PvP build, even mine. However, in combat you get bombarded by damage while you remain out of stealth, and your partial stealth bar will continually be drained. Imagine Divinity is being depleted by taking damage. It defeats the purpose.
I guess what I'm saying is, stealthing anytime is a great idea, but how realistically possible is it if incoming damage can deplete our not-full stealth bar? Such a change must come with a rework to stealth depletion mechanics in my opinion.
not sure how that new df would work against another tr tho.
but nevermind i hope the changes come
i hAve had enough of df jumping from stealth something bith higher pace with actualy using 1 or 2 offence encounters
would be more fun
and whisperknife should be a burst path more then mi in
pve and pvp
Nobody uses those charge up at-wills, because they are unusable and not worth it. Storm Pillar used to see use... Because it would charge AP out of combat. Nobody used it in combat. I play with a lot of highly skilled GWFs and I have NEVER seen their charge at-will in use. It's not a skill issue, it's an issue of that mechanic not working worth a **** in this game. It's a horrible idea, IMO. Two of the worst at-wills in the game should not be a model for what's currently the source of a huge chunk of TR's damage in PvE. No. Especially since this would make it basically completely worthless for soloing and even more useless in dungeons. You'd have to buff Sly Flourish a lot more than just making it a little faster to make up for ruining DF like that.
Honestly, DF is OK as it is. If anything, slightly speed up the first two hits, but otherwise, it's fine.
Lashing... Uh, that renders its stealth effect utterly useless in PvE and opens it to PvP QQing. I already have the necessary 24% DR ignored. Actually it's like 24.5% because I'm getting my Darks leveled up so I can lose one in favor of a Radiant so right now I have *more* than I need. Ignoring DR is worthless for all the PvE TRs I know. There's nothing to ignore, we already ignore it. And no, a DR ignore on one power is not going to have us rushing to reduce our APen.
In PvP, expect whining from GF/GWF with ridiculous DR that you went through their DR and an attendant nerf of the power. This already happened with SE actually, and it got a *second* nerf. Further, unless it crits, LB is generally pretty unimpressive. My DF bleeds fully stacked hit for more than a non-critted LB. LB's main use in my rotations is to start off DF, stealth through the end, then use the last bit of stealth after the flurry to hit a LB once my Swash and Deadly Momentum bonuses have activated. (Partially in the case of DM, one Flurry is pretty much never enough to get full stacks, but) It works nicely, and yes, requires me to pay attention.
I'd leave it alone, except for a hugely needed change of reducing the cooldown. Hell, the autocrit is only really impressive if you're using Vorpal, which most PvP TRs don't from my understanding. I'm a PvE TR(Yes, we exist), so I don't claim to be an expert on what the current PvP metagame is, so maybe everyone did start using Vorpal when I wasn't paying attention.
For Sly Flourish, I'd suggest the speed being about the same as it is now, maybe a bit faster, but picking up a small AoE. We don't have anything really good for dealing with trash.
I'd like to see them move Disciple of Strength earlier in Heroic. We've got the same irksome choice between two decent feats in our last tier as CW, except CW is actually useful in parties.
Executioner isn't too bad, though it has some bloody useless feats, but the other two could use some boosts, especially Scoundrel. Hell, all our feats need looking at.
CHA needs to be fixed to actually be worth a ****. Currently it's so worthless it might as well be a dumpstat.
One of our stats needs to give us bloody DR ignored, especially since our primary PvE armor set gives 0 APen.
Would need to remove the free IS charges in stealth if your change goes through. Otherwise someone will be screaming OP
Butters TR PVP
Your solution to prevent a possible OP is to nerf a power even more.
Given that you can go into stealth at any time to have an unlimited amount of Impact Shots, what would you do?
Butters TR PVP
SAMOTHRACE
Trickster Rogue
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Asha-DC(Faithful-Anointed Champion)
Vilgefortz-CW(Thaumaturge-balance)
I would make it so that the damage Impact Shot does scales to remaining Stealth meter, and unnerf the damage depletion per charge.
Tod very carefully suggested that IF at-wills were to break Stealth (note the conditional structure of my sentence!) a fair compromise is to allow us to re-enter Stealth without a full Stealth meter. I added that, IF we were to run around with partial Stealth meter, the mechanic wherein damage depletes Stealth will be too cumbersome, and a rework to Stealth depletion must be brought to discussion.
if it is changed to a gap closer than why bother with deft strike at all? why use an encounter gap closer with a 4 second recharge when you can do so with a 1 second recharge at will?
Rooting to charge the effect would be deadly in a large encounter.
As for the charging itself unless you are also going to request a massive damage increase than the power just got severely worse. how long is the current DF (including both setup strikes)? I would guess around 5 seconds, although i have never timed it personally. so with the charge of 4 seconds plus the flurry animation we are now looking at what 7-8 seconds? Our raw DPS is going down even further with this change.
Yeah pretty much this.
DF is around 4 seconds IIRC. The whole thing. Flurry animation is about 2 seconds. So.. Yeah, 6-7 seconds? That bit of fail hadn't even occurred to me.
Asha-DC(Faithful-Anointed Champion)
Vilgefortz-CW(Thaumaturge-balance)