SA went from 25% damage increase in stealth to....run speed. I'm sure poeple on the dev team were excited about adding "mobility", but really, 10% speed in stealth isn't worth it's place on the hotbar.
Without SA granting increased damage, stealth is much less offensive. It becomes only a way to avoid damage (in solo) or to grant a stealth-based buff on an encounter spell, thus ending the stealth. Therefore, stealth is much less effective, especially in group content. When other roles ALREADY have aggro, stealth will be something to slip into and instantly use an encounter spell to get out. Continued auto attacking for stealth-based damage is gone. Stealth does give you combat advantage, but my understanding is that you can already gain combat advantage via positioning.
The following suggestions would slow down the low level pve steamroll that make other classes cry, while providing the greatest rewards for the higher level rogues (when apparently they fall off a bit).
1) Flat damage increase like it was before:
Rank 1, 5%
Rank 2, 10%
Rank 3, 10%
or
2) Make the 25% damage buff timed. Upon entering stealth:
Rank 1, Gain 25% damage increase for 3 seconds.
Rank 2, Gain 25% damage increase for 6 seconds.
Rank 3, Gain 25% damage increase for 9 seconds.
But runspeed? Puhlease
[SIGPIC][/SIGPIC]
Post edited by zalathorm7 on
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prunetracyMember, Neverwinter Beta UsersPosts: 0Arc User
edited April 2013
Yeah, this doesn't feel right. The Sneak Attack class feature from 4E gives the rogue extra damage when they have combat advantage. It's a key feature (it is in fact this feature that makes the rogue a striker), and it needs to be represented well.
Sneak Attack should probably grant a damage bonus whenever the rogue has combat advantage. Stealth is a great way to get CA, so I still think you get the theme of what it was. If you need to bring down our base damage to make it work, I think that's fine. It would make rogues care about CA greatly, which is true to the tabletop version.
The thing in 4E that makes a striker do more damage is not base damage. Base damage between all the classes is pretty much the same. The Strikers get class features that let them add extra damage under certain situations (Rangers get Hunter's Quarry, Warlocks get Curse, Rogues get Sneak Attack, etc.). You can give all the classes roughly equal base damage, and still give rogues the striker feel by buffing their damage greatly during CA.
I was pretty dumbfounded when I saw it's a speed buff as well. Since they've given us a new system with multiple ranks, they can start lower and let us buy up to its old value, i.e.
Rank 1 - +5% damage increase in stealth
Rank 2 - +10% damage
Rank 3 - +10% damage
We get our sensible class feature and Cryptic gets to use their favorite text for Ranks 2 & 3.
i don't like it much either but it's more of a wording problem than anything. there are feats that will increase your critical severity while stealthed and feats that increase the effectiveness of your combat advantage down the line plus the feat that makes your at will 9% more powerful against target that aren't targeting you. that pretty much delivers the feel of sneak attacking targets except it's not called "sneak attack" anymore and comes later on.
coming later on is fine for balance i guess and the actual "sneak attack" feature not doing what you would expect irks me a little but stealth is still powerful. also +30% running speed while stealthed is really useful to slot in occasionally in dungeons where you spawn near the entrance and have to run up to a group far in (or die and restart from an earlier campfire) altough it could easily be called something else.
Sneak attack is a passive and thus does not have ranks...
And I'll still never slot 30% run speed over the other choices
Passives have ranks, 1-3, just like any other power.
And there's no way to avoid slotting it up. You have to spend at least 2 points in all powers at the 20-30 range, because there's not enough powers to focus in anything.
Passives have ranks, 1-3, just like any other power.
And there's no way to avoid slotting it up. You have to spend at least 2 points in all powers at the 20-30 range, because there's not enough powers to focus in anything.
This is false. You can put points into rank 3 at level 20. This allows you to skip up to 2 skills in the 0-20 range, and you can skip up to two more anywhere else up to the end.
You do get one rank in Sneak attack automatically due to it being one of the first five powers, but I expect they'll swap that with Tactics, since a stealth passive at level 1 is pointless.
This change really made the entire class less fun for me, I enjoyed trying to stay in stealth as much as possible to get more dps and take less but with this change the need to stay in stealth is ALOT lower.
Sure, TR needed a damage nerf but I would have prefered a nerf to the damage of the active powers instead.
Comments
Sneak Attack should probably grant a damage bonus whenever the rogue has combat advantage. Stealth is a great way to get CA, so I still think you get the theme of what it was. If you need to bring down our base damage to make it work, I think that's fine. It would make rogues care about CA greatly, which is true to the tabletop version.
The thing in 4E that makes a striker do more damage is not base damage. Base damage between all the classes is pretty much the same. The Strikers get class features that let them add extra damage under certain situations (Rangers get Hunter's Quarry, Warlocks get Curse, Rogues get Sneak Attack, etc.). You can give all the classes roughly equal base damage, and still give rogues the striker feel by buffing their damage greatly during CA.
Rank 1 - +5% damage increase in stealth
Rank 2 - +10% damage
Rank 3 - +10% damage
We get our sensible class feature and Cryptic gets to use their favorite text for Ranks 2 & 3.
coming later on is fine for balance i guess and the actual "sneak attack" feature not doing what you would expect irks me a little but stealth is still powerful. also +30% running speed while stealthed is really useful to slot in occasionally in dungeons where you spawn near the entrance and have to run up to a group far in (or die and restart from an earlier campfire) altough it could easily be called something else.
And I'll still never slot 30% run speed over the other choices
Passives have ranks, 1-3, just like any other power.
And there's no way to avoid slotting it up. You have to spend at least 2 points in all powers at the 20-30 range, because there's not enough powers to focus in anything.
Lashing Blade also lost the 50% damage in stealth, so combined with SA nerf, its doing near 50% less damage
This is false. You can put points into rank 3 at level 20. This allows you to skip up to 2 skills in the 0-20 range, and you can skip up to two more anywhere else up to the end.
You do get one rank in Sneak attack automatically due to it being one of the first five powers, but I expect they'll swap that with Tactics, since a stealth passive at level 1 is pointless.
Sure, TR needed a damage nerf but I would have prefered a nerf to the damage of the active powers instead.