Rogue [Dagger Mastery] - Critical Hit passive perk
Equip only daggers, but gain bonus damage (i.e. Longsword riposte) when striking a highlighted pressure point within visible range. The cooldown starts if you leave proximity
Restricts Rogue from using other weapons due to mastery. In the presence of visible targets, Rogue identifies pressure points, revealing a highlighted area on a specific body part as a vital point. The pressure point persists for a duration, contingent on the Rogue's proximity to the target; if the Rogue moves away, the pressure point vanishes. TO MAINTAIN BALANCE, hitting the enemy outside the highlighted area before triggering the point causes it to DISAPPEAR PREMATURELY, initiating a COOLDOWN PERIOD. Cooldown restricts the immediate identification of a new vital point, encouraging a calculated hit-and-run approach to maximize effectiveness. Rogue can discern whether a vital point is on the front or back of the target, and subsequent vitals will always spawn on the opposite side of the previous identification.
Comments: 7
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
29 Nov, '23
<Hidden>Anything for the revival of daggers and adding skill expression while doing so. These highlighted vital points can’t be too large or it’ll remove the precision aspect
-
29 Nov, '23
<Hidden>very very unique and cool idea. would be nice to add skill expresion as well as dagger buff as the previous commenter said
-
30 Nov, '23
<Hidden>A good change to avoid the slippery slope of changing the damage of daggers. Hopefully we won’t release the nightmare of ambush rogue again with this encouraging a skirmisher playstyle
-
01 Dec, '23
<Hidden>They went down the slippery slope of up-ing reward on the risk/reward of daggers without making consequent changes to the risk as of hotfix #22. I really hoped they could take some inspiration from this post to bring back daggers by improving the reward but making the risk vary relative to the rogue’s skill expression through the use of the aforementioned pressure point perk. That way no one complains if dagger is over-tuned since it depends on the rogue to make effective use of it. Now we’ll have to wait and see how the flat increase of reward (damage) of daggers will affect the health of rogue as a class.
-
04 Jan, '24
<Hidden>The buffed daggers made the ttk closer to the days when rogue could one-shot ambush+wp. Atm general consensus is that ttk is absolutely broken on rogue and eventhe devs mentioning landmine rogues in the recent QnA. Now they're slowly going back downuntil daggers are useless again.