So with a few other classes getting some love I wanted to bring up some things about rogues and our place in the game, maybe sometime in the nearish future here we could get some love too!
I'll start by defining what I believe to be a rogues role in any circumstance and its probably the easiest one to define out of any other class, we bring damage to the table and not much else. Personally im fine with this 100% I love my big numbers and i think anyone who rolls a rogue is in the same boat, my problem comes up when we can't even compete with some of the other "dps" classes. That brings me to my biggest point.
-Movement, The second a encounter starts moving around a rogues ability to bring its only job to the table vanishes in quick order. This above all else should be addressed, one of the biggest things to add to encounter difficulty is movement and as it should be but should one class be totally f*cked because half of an encounter is movement based?
Some idea's to fix that:
-After 30seconds in combat with the same mob anytime the rogue is not in melee range and has been attacking said mob the rogue builds up a small bonus to damage/accuracy that will start to fall off once they are back in melee range, this could help mitigate just how bad movement based encounters hurt this one class more than others. I also feel like this fits into the class lore pretty good aswell.
- This is not a fix for movement directly and would be a bonus across the boards but a rogue of equal tier to any other dps class should be coming in ahead of them 80%+ of the time after all we have ONE job, but this is not always the case and I feel like it should be the case.
-Similar to the BL bonus with its pet being on the same target, As the rogue attacks its enemy from behind for however long non stop they start to notice weak points and build up a bonus, Maybe just start ignoring AC on a sliding scale? Something similar to this would be a nice fix and put us where I feel we should be.
-Something to make RNG not nearly as bad for rogues, maybe modify backstab to at least always land for its smallest amount possible, my point being the only other "pure dps" class wizard will always know what there next spell is going to land for and if its not optimal they will switch to a different resist but they have at least some control over how bad RNG can be for them, as a rogue if you miss 5 backstabs in a row and get 0 insidious stabs all the sudden your ranking in less than a a bard and there is nothing you can do about it the class is completely dependent on RNG to do its role, I don't feel like this is ok at all considering how one dimensional it is, if we are going to be one dimensional I'm sure me and lots of other rogues are perfectly fine with that but at-least lets be somewhat predictable one dimensional.
Thanks for your time reading my gripes, heres a couple more links to some other topics i started about where rogues are.
General Rogue stuff
Traps
P.S. Slaar my offer to redo poisons and traps still stands.
I'll start by defining what I believe to be a rogues role in any circumstance and its probably the easiest one to define out of any other class, we bring damage to the table and not much else. Personally im fine with this 100% I love my big numbers and i think anyone who rolls a rogue is in the same boat, my problem comes up when we can't even compete with some of the other "dps" classes. That brings me to my biggest point.
-Movement, The second a encounter starts moving around a rogues ability to bring its only job to the table vanishes in quick order. This above all else should be addressed, one of the biggest things to add to encounter difficulty is movement and as it should be but should one class be totally f*cked because half of an encounter is movement based?
Some idea's to fix that:
-After 30seconds in combat with the same mob anytime the rogue is not in melee range and has been attacking said mob the rogue builds up a small bonus to damage/accuracy that will start to fall off once they are back in melee range, this could help mitigate just how bad movement based encounters hurt this one class more than others. I also feel like this fits into the class lore pretty good aswell.
- This is not a fix for movement directly and would be a bonus across the boards but a rogue of equal tier to any other dps class should be coming in ahead of them 80%+ of the time after all we have ONE job, but this is not always the case and I feel like it should be the case.
-Similar to the BL bonus with its pet being on the same target, As the rogue attacks its enemy from behind for however long non stop they start to notice weak points and build up a bonus, Maybe just start ignoring AC on a sliding scale? Something similar to this would be a nice fix and put us where I feel we should be.
-Something to make RNG not nearly as bad for rogues, maybe modify backstab to at least always land for its smallest amount possible, my point being the only other "pure dps" class wizard will always know what there next spell is going to land for and if its not optimal they will switch to a different resist but they have at least some control over how bad RNG can be for them, as a rogue if you miss 5 backstabs in a row and get 0 insidious stabs all the sudden your ranking in less than a a bard and there is nothing you can do about it the class is completely dependent on RNG to do its role, I don't feel like this is ok at all considering how one dimensional it is, if we are going to be one dimensional I'm sure me and lots of other rogues are perfectly fine with that but at-least lets be somewhat predictable one dimensional.
Thanks for your time reading my gripes, heres a couple more links to some other topics i started about where rogues are.
General Rogue stuff
Traps
P.S. Slaar my offer to redo poisons and traps still stands.