Post by Variaz on Jan 8, 2010 11:09:23 GMT -5
All right, so testing has revealed that the class still needs some work. The current problems with the Rogue are this:
- Difficulty in achieving high damages. Stealthy Fighter does not provide a real increase in damages, Deadly Stalker is too difficult to use and unreliable and Finishing Blow would need Deadly Stalker to be more reliable for it to work properly.
- Utility abilities not making up for lack of damages/defensive abilities. A higher base damages on weapons obtained by Thievery/Lockpicking may be needed, and better base AC on armors.
- Difficult stats distribution. You need to raise strength, dexterity and constitution. They have good dex, but nothing to use it with, yet they need it for hit rate because they do not have any abilities to use to increase their hit rate, or abilities with higher success rate. They also need to raise strength to add more damages and carry stuff, and since the needed dex is much higher than a Warrior or Fighter, this means less points for strength, and more stats/item points are required to make up for it. Due to this difficult balancing of strength and dex, constitution is lower than it should be, which affects the Rogue's ability to survive, without any real abilities to make up for it.
- "Hide". On a positive note, it DOES provide a solid alternative to the "g" key.
Overall, the Rogue's survivability ends up being rather poor.
Some suggestions to improve it(some of which I've already posted in the strategies forms):
Stealthy Fighter:
In addition to allowing the usage of Stealth as a fighting skill, it will boost your damages by (1/10 of your base Stealth)% per points, up to a maximum of 10% to damages per points. Applies to both melee and ranged. (meaning that with 100 base Stealth, it gives +10% to damages per points. With 50, that would be 5% per points)
That would provide some needed boost to damages. It still focus on Stealth, and it doesn't outdamage Sheer Power or Weapon Mastery(and it shouldn't), but it's still an improvement, and applies to both melee and ranged.
Thievery/Lockpicking:
Needs an increase of base damages and base AC of stolen items.
Deadly Stalker:
The "when invisible through a special ability" thing could be dropped entirely.
I fact, I think the "when invisible through a special ability" mechanic isn't a very interesting one overall. "Invisibility" abilities do little by themselves, due to the way the stealth mechanics are coded. Many of the Shadow Stalker's ability that triggers "when invisible..." could simply be made passive and they would become more enjoyable.
If anyone has more suggestions, please post!
EDIT: I just remembered that "g" triggers auras and songs, and Hide doesn't. So "g" is actually better.
- Difficulty in achieving high damages. Stealthy Fighter does not provide a real increase in damages, Deadly Stalker is too difficult to use and unreliable and Finishing Blow would need Deadly Stalker to be more reliable for it to work properly.
- Utility abilities not making up for lack of damages/defensive abilities. A higher base damages on weapons obtained by Thievery/Lockpicking may be needed, and better base AC on armors.
- Difficult stats distribution. You need to raise strength, dexterity and constitution. They have good dex, but nothing to use it with, yet they need it for hit rate because they do not have any abilities to use to increase their hit rate, or abilities with higher success rate. They also need to raise strength to add more damages and carry stuff, and since the needed dex is much higher than a Warrior or Fighter, this means less points for strength, and more stats/item points are required to make up for it. Due to this difficult balancing of strength and dex, constitution is lower than it should be, which affects the Rogue's ability to survive, without any real abilities to make up for it.
- "Hide". On a positive note, it DOES provide a solid alternative to the "g" key.
Overall, the Rogue's survivability ends up being rather poor.
Some suggestions to improve it(some of which I've already posted in the strategies forms):
Stealthy Fighter:
In addition to allowing the usage of Stealth as a fighting skill, it will boost your damages by (1/10 of your base Stealth)% per points, up to a maximum of 10% to damages per points. Applies to both melee and ranged. (meaning that with 100 base Stealth, it gives +10% to damages per points. With 50, that would be 5% per points)
That would provide some needed boost to damages. It still focus on Stealth, and it doesn't outdamage Sheer Power or Weapon Mastery(and it shouldn't), but it's still an improvement, and applies to both melee and ranged.
Thievery/Lockpicking:
Needs an increase of base damages and base AC of stolen items.
Deadly Stalker:
The "when invisible through a special ability" thing could be dropped entirely.
I fact, I think the "when invisible through a special ability" mechanic isn't a very interesting one overall. "Invisibility" abilities do little by themselves, due to the way the stealth mechanics are coded. Many of the Shadow Stalker's ability that triggers "when invisible..." could simply be made passive and they would become more enjoyable.
If anyone has more suggestions, please post!
EDIT: I just remembered that "g" triggers auras and songs, and Hide doesn't. So "g" is actually better.