Rogue Rework Suggestion Master of poisons
Give rogue a poison memory similar to spell memory. This would allow the rogue to have access to a limited but restorable amount of different variations of poison within the dungeon,
each one having a different effect that is used on contact. Turning the rogue into a hybrid melee caster, breaking the traditional formula of ranged casting. These poisons can range from slows to miniature silences to draining spell charges etc.
This gives rogue a much greater team synergy allowing them to do something no other character is capable of. While also giving them a much more interesting role both fighting against them and as them in solo
At which point some of the power rogue currently possesses can be taken away from the landmine playstyle which has plagued the class ever since its inception
This offers
Variety
Team Utility
Player choice and more skill expression to the class.
Comments: 17
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30 Jul, '24
<Hidden>Highlighted comment
I understand SDF's vision for ambush-style gameplay, but there's a need to reconsider. Instant deaths are frustrating, and this is a double-edged sword.
Rogues face a significant issue: if their Time to Kill (TTK) isn't high, they'll be killed in 1-3 hits.
If ambushes are removed, Rogues will need to combine Stealth and Hide mastery. Integrating the initial version of Creep (where footsteps are reduced but never silent) with Pickpocket is also necessary. Additionally, allow Rogues to equip main hand weapons in the off-hand slot and vice versa. Permit poison to apply to smoke bombs (adding poison stacks within the cloud) and caltrops. Modify caltrops to become permanent traps that can be picked up to recharge (2 charges) but only retrieved if collected.
Rogues should wield their weapons in any manner they prefer, as they are the dexterous fighters. This approach maintains their versatility and skillful combat style, ensuring they remain a unique and effective class. -
29 Jun, '24
<Hidden>Yes! That's exactly what I suggested a few week ago on the Discord. A rogue build around control and debuff with a "Poison Memory" skill. Here some other idea of different poison, one who do little damage, reduce action speed of the target, reduce the damage of the target, root them after 3 hit. Could also have a poison that blind like the cyclops do (maybe a bit less), a lot of thing is possible! The Rogue would be so much more interesting and unique than the Landmine. I hope your suggestion will be added to the game.
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10 Jul, '24
<Hidden>amazing idea. rogues abilities right now are niche, but the maps and gameplay are centered around this niche, making rogues extremely unfun to play against. W change
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22 Jul, '24
<Hidden>I really like the idea of a Poison Rogue and I think it should replace the Landmine build but not remove Hide from the game. Hide should be seriously nerfed tho (No buff damage, maybe less step or remove the speed buff they added, or more drastically remove creep).
Here how I see a fight : You select the poison you want, it take 2-3 sec to apply the poison on the blade, you hide, Hide give you a malus of damage but a buff of attack speed so you can't one shot your target but apply several stack of poison. With poison who slow, reduce the action speed or blind (similar to the cyclops) it would be more easy to escape after your hide. Maybe Hide could even work like Adrenaline rush. You get your buff of action speed after Hide then reduced move speed for a few sec.
I'm not sure if you should be able to apply them with the hand crossbow, maybe with reduced effect or they last less longer or maybe with a new perk who allow it. Imo Throwing knive should allow to apply poison -
10 Aug, '24
<Hidden>Dumb idea. There's a ridiculous number of reasons why this is stupid. Rogue does need a rework, ambush isn't bad but it takes up way too many slots for little pay off. Rogue needs more play styles, poison melee for buffs and debuffs is dumb though.
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13 Sep, '24
<Hidden>and remove the stupid ravens and let the rogue climb stuff. why give him a double jump when he can literally go nowhere up?
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24 Oct, '24
<Hidden>I really support the idea of more builds for rogue Improvement to rogue abilities allowing for more diverse builds, smoke pot also clears debuffs, caltrops create blood footprints similar to ranger track for a temporary time after stepping on them, sap ability that temporarily stuns enemy if damaged by meele weapon for .5 seconds, blink ability to dash forward 5 meters, twin blades ( when using two daggers in primary and offhand gain action speed if damaging with both simultaneously deal an extra amount of physical damage or bleed, some of these seem like they could be op but i think if balanced properly could great a style more suited for pvp instead of landmine or mosquito metas that people really hate what about a dual dagger dps that has high burst but is also very squishy and doesnt have stealth interested in what others think, a utility focused build
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11 Feb, '25
<Hidden>I just want to see Rogue get some PVE help like perks allowing aggro to fall off sooner or from shorter distances. It's wild to me that the "stealth class" can't sneak by some enemies without them shouting and swinging constantly from 2 modules away even after you reset them with hide(which means I'm out a use when I'm near a player). If I want to play pickpocket, I don't have enough dmg to deal with enemies quick enough so I'm making noise either way. I really want to see rogue actually do something fun or unique without it just being blatant stat buffs like thrust, dagger mastery, back attack etc. Rogue should be a clever, cunning, sneaky guy and it just feels like a very squishy class with a terribly made hide tacked on. It's great for PVP but even then creep doesn't help you not be heard and it's not hard to swing around a bit to catch a rogue either. Give rogue an identity please ffs.
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30 Aug, '25
<Hidden>Rogue needs more weapons, it sucks that the only useful weapons that they have are all offhand weapons, why can a wizard use a crossbow but a rogue can't? doesn't make sense
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01 Sep, '25
<Hidden>Someone else made a suggestion of a 'tool belt' skill too that would act as a spell wheel with 3 different tools you can put on the belt with different effects. Would make caltrops usable because as is caltrops are trash and you'd never take them, but if you could take caltrops, a smoke pot, and a powder to throw at torches and put them out, suddenly that is a plausible skill you get to actually use.
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02 Nov, '25
<Hidden>Hmm kind of like a "Spell Memory" skill for Rogues to select particular poisons? I like this idea, to allow Rogues adapt to particular encounters. Then again, they would need knowledge stat for memory capacity, unless there's another way to pick certain tiers of poisons. Some people are suggesting a some sort of utility slot to fill your poisons with. I would like to test this theory even if it would need Rogues to increase their knowledge stats.
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18 Apr
<Hidden>plagued the class???? no bro that is how a rogue is suppose to be played!!!! its a rogue. there are ways to get see stealthed rogues. everyone is just to lazy to do it so they complain about it hoping yall will change it for them. but plz dont . what about the actual rogue players