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Your top 5 changes to rogues post BWE4

zalathorm7zalathorm7 Member Posts: 128 Arc User
edited May 2013 in The Thieves' Den
Hello Rogues,

Please list your top 5 changes/improvements to rogues after BWE4. List them as 12345. This is not a class balance discussion. Numbers/DPS can be adjusted easily over time. We are addressing the value of skills/abilities. If we get any consensus or greatly repeated changes, I will edit my post and add a "general consensus" section.

1. Sneak Attack - change from run speed (lol?) back to a 3-rank damage bonus. It could be timed (15% damage incr for 3, 6, 9 seconds after stealthing). Also, move sneak attack later so it's not a level 1 ability when we have no stealth at level 1.

2. First Strike - 15% damage incr on your first strike is pretty meh. How about another timed increase (for 2,4,6seconds).

3. Gloaming Strike - Went from 100% refill of stealth to 25%. With the slow animation, it's hardly worth using. Increase the %refill, or decrease the animation time. Otherwise, it's not worth trying to last hit. This is actually counterproductive to what we should be doing (single target DPS on boss). GWF/CW/DC kill adds, generally speaking.

4. Lashing Blade - Went from crit damage bonus to guaranteed crit. We already stack crit, so back to damage bonus please. Just make it less than it was before.

5. Improve descriptions on all abilities. How much does blitz slow? How much power do you gain for whirlwind of blades and how many enemies does it hit. How long does dazing strike daze? Say you are immune to aoe/cc when using bloodbath. How much extra damage do you get when stacking cloud of steel on one opponent? This is low priority, but easy to achieve.
[SIGPIC][/SIGPIC]
Post edited by zalathorm7 on

Comments

  • quorforgedquorforged Member, Neverwinter Beta Users Posts: 0 Arc User
    edited April 2013
    1. Agreed on Sneak Attack. If we weren't rooted, it might be worthwhile, but as-is, it's pretty silly. And unfortunate that we're forced to waste a point on it.

    2. First Strike should be a bonus on undamaged enemies, I think. First attack each combat is terrible.

    3. Yep; hard to see taking it over Duelist, and I don't like to be without Sly Flourish for cleaning up trash

    4. I wish Deft Strike was better. I love having the teleport for sheer fun, but other abilities are so clearly superior that I expect I'd drop it by end-game. The Stealth bonus in particular is just awful. I suggest "Refill Stealth, doesn't break stealth".

    5. The feat that enhances Shocking Execution needs to reference a different power, or come later in the progression, since Shocking Execution is now a 50th level power. Although, making feats be contingent on Paragon Path powers seems rather short-sighted, in general.
  • zalathorm7zalathorm7 Member Posts: 128 Arc User
    edited April 2013
    I didn't realize the issue with shocking execution... good point
    [SIGPIC][/SIGPIC]
  • guyris1guyris1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    1. No buttless chaps.
    2. More laughter when I'm killing people. Like the first daily power. Mwahaha.
    3. A combat (less stealth) focused Path. I'm sure that's in the works. Maybe one that uses Short Swords, or something :P
    4. More unique skill upgrades. 10% damage is nice, but I'd like to see something with a little more panache!
    5. The ability in a path, or upgrade that changes my roll to a shadow jump. Or something cool like that.

    In all seriousness I really, really love my Rogue class. I'm a monk style DnD player at heart, but until then, the Trickster Rogue is amazing.
  • tgnalfentgnalfen Member Posts: 18 Arc User
    edited April 2013
    As asked:

    1- Gloaming Strike, needs a complete rework; an At Will power needs to be usable all the time and have a "raison d'etre" this does not.
    2 - Improve our AP generation; my guardian fighter can use his every 20 seconds without any help from feats or skills, maybe ours could be tweaked a little?
    3 - Revise most skills effects when leveled; a strait 10% damage might work for a high damage skill or two but most of them need to have actual effects that help the skill or adds utility.
    4 - Not Rogue specific but the feat system needs work; most of them are uninspired and just passive stat points here and there while others are plain awful and are a complete waste of points.
    5 - Find a way to work minor AoE into one of our At Wills ?
  • slambitslambit Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 282 Bounty Hunter
    edited April 2013
    1- Change the visual effects on lurker, why on earth would i want this beautiful game turned into a grey mess where you cant see anything?

    2- That at will attack where you are rooted til your 3rd attack lands is just pure annoying to use, I always ended up not using it to maintain my mobility.

    3- More weapons than daggers please.
  • koijukoiju Member, Neverwinter Beta Users Posts: 11 Arc User
    edited May 2013
    tgnalfen wrote: »
    As asked:

    1- Gloaming Strike, needs a complete rework; an At Will power needs to be usable all the time and have a "raison d'etre" this does not.
    2 - Improve our AP generation; my guardian fighter can use his every 20 seconds without any help from feats or skills, maybe ours could be tweaked a little?
    3 - Revise most skills effects when leveled; a strait 10% damage might work for a high damage skill or two but most of them need to have actual effects that help the skill or adds utility.
    4 - Not Rogue specific but the feat system needs work; most of them are uninspired and just passive stat points here and there while others are plain awful and are a complete waste of points.
    5 - Find a way to work minor AoE into one of our At Wills ?

    You could merge 1 and 5 there.

    Make gloaming cut do what I thought it was gonna do in my head when I read its description: basically the same as it is now, only slightly more range, faster animation, and have it hit ALL enemies you pass through (it will also need to ignore unit collision during the animation, so you pass through enemies rather than stopping at the first one in the way). Maybe gain a little extra stealth meter for hitting multiple enemies or something.
  • rojjinrojjin Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    tgnalfen wrote: »
    As asked:

    1- Gloaming Strike, needs a complete rework; an At Will power needs to be usable all the time and have a "raison d'etre" this does not.
    2 - Improve our AP generation; my guardian fighter can use his every 20 seconds without any help from feats or skills, maybe ours could be tweaked a little?
    3 - Revise most skills effects when leveled; a strait 10% damage might work for a high damage skill or two but most of them need to have actual effects that help the skill or adds utility.
    4 - Not Rogue specific but the feat system needs work; most of them are uninspired and just passive stat points here and there while others are plain awful and are a complete waste of points.
    5 - Find a way to work minor AoE into one of our At Wills ?

    1- gloaming strike is useful for refilling stealth when you aren't stealthed only and only on trash

    2- rogues have INSANE AP gain if they use bait and switch, I can daily every 8 seconds on boss fights... after u have 48-50% crit chance, recovery is you primary stat, its insane

    3- completely agree, 10% damage is annoying on skills like path of the blade or blitz where they should last longer/hit more targets

    4- meh, i just want to use paragon feat points for heroics, i would give up 3 paragons for something else on certain classes

    5- flurry can hit multiple people with its dot if they are basically in the exact same spot.. not not with the normal attacks.. the dot is all the damage though
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