Several martial classes have already been through ability polishing : I’m thinking about Fighter, Ranger and Paladin.
That’s because they were a bit UP and drew a lot of complaints.
Contrary to these classes, rogues were quite balanced since 1.0 and didn’t draw so much criticism.
Therefore, there was never an ability rebalancing patch since release.
As a result, I think that a lot of Rogue abilities are currently lacklusters.
That doesn’t mean rogue are really lacklusters, They have enough nice abilities to make the class good enough.
But most of their builds rely on the same abilities.
Since 2.0, Rogue tends to be outclassed by Ranger as ranged (thanks to Twin arrows), therefore melee rogue is probably the best (powergaming) way of using rogues.
(By the way, rogues are still good ranged characters. Melee rogues are very good at switching to ranged weapons when necessary, especially for alpha strike. Chuck Norris is not the only one to be able to backstab with an arquebus… )
Pretty much all melee Rogue builds look this way :
1 Blinding strike (or crippling strike, it is a matter of taste)
3 Reckless assault
5 Deep Wounds
7 Finishing blow before WMII, now I think it could be changed to the new Distraction ability.
9 Dirty Fighting
11 Deathblows
13 Sap
15 another stuff, maybe finishing blow if not taken previously, or maybe an evasion ability if one doesn’t like per rest stuff, I don’t really know about Feign Death.
If you check at Steam guide http://steamcommunity.com/sharedfiles/filedetails/?id=416939844 ,
all proposed builds rely mostly on the abilities above, as most builds on this forum.
Improving the other Rogue abilities wouldn’t make the class more powerful, as it would require dropping some currently used abilities.
It would just make the class more versatile. Riposte rogue, anyone ? Lot of current abilities are quite fun in theory, but lack a bit of raw power.
So here are my Proposal to give Rogue’s abilities a bit more of “Wow” :
(The purpose is not to change completely these abilities by the way. I’m not evaluating what rogue could have been. I’m trying to propose “reasonable changes”.)
Blinding Strike : good as it is (for a level 1 ability)
Crippling Strike : good as it is (for a level 1 ability)
Reckless Assault : good as it is
Escape : Mobility skills are not bad, but I think 1/encounter mobility skill does not worth spending one of your few ability point.
We’re speaking about something that should be more or less comparable to an entire (low) spell level.
Escape would be okay as a talent (By the way shadowing beyond would almost deserve to be an ability as it is almost the ultimate Panic Button skill, with some offensive potential…).
My suggestion is simple : Escape could be refreshed on kill. There’s a lot of “on kill” effect since 3.0. I believe the “kill and run concept” would be cool, not OP. It is a bit circonstancial for the refresh part, but still better than 1/encounter. Overall, it would be enough for a level 3 ability.
Dirty Fighting : not so powerful. 10% hit to crit sounds great only if you played too much Diablo 3. But this and related talent are interesting for some builds or weapons, like Tall Grass, Hour of St Rumbalt, various axes, etc… I don’t think a change is necessary.
Riposte : 20% only on miss is basically too low, especially with Rogue’s poor deflection. You need a shield to make it work, which cripples full attack riposte and overall DPS.
In my opinion, Riposte should work also on Graze (to keep the feint/counterattack feeling : “you scratched me but it was a trick”). 20% of graze or miss would lead around 10% Riposte with a few deflection buff (double hatchet hipster rogue, anyone ?). I believe it would be enough to make it valuable. It also means that the riposte rate would be still capped at 20% in the very best case, which prevents some abuse.
Finishing Blow : I don’t like per rest abilities but I see the point of this one. I think it is ok as it is.
Deep Wounds : good as it is
Adept Evasion : Sure, Rogue has usually high Per and Dex, but this ability is still very very circonstancial. It works against 17,5% of a specific type attacks (Reflex itself is valued around 1/6 of “all defense”), wouhouh !
D&D equivalent is basically 100% graze to miss. The point is : with 100%, you can build around it, and that’s the most important thing about an ability, even if it’s not crazily powerful. With maxed Dex and Per and 100% adept evasion (and maybe +10 reflex talent), you may throw fireballs and slicken where your rogue stands. Rogue could even be used as decoy with shield (Devil of Caroc decoy, anyone ?). It also makes flanking less constraining for your damage dealing casters.
100% looks big ? Seriously, would a character be really so much tougher with 100% graze to miss reflex ?
With only 50% you can’t really build anything around.
So my suggestion : change it to 100% !
Coordinated Positioning : Nice ability but not very convenient to use due to really low distance.
Distance could scale with level. Like +2m at level 10, 13 and 16. 8m Swap at max level would be cool to use. Even this won’t make this ability OP.
Not realistic ? Come on ! Obsidian did add Shadow Step !
Persistant Distraction : good as it is. I like this one, fine debuff, and excellent synergy with deathblows.
Withering Strike : Not crazily bad, but Weakness is a weaker status than blind overall, and just a bit better than hobbled. This is too weak for a level 9 ability, especially when compared to level 1 ones.
2/Encounter would be ok.
Fearsome Strike : Wouhouhouh ! 2 rather weak status ! Once per rest ! as a level 9 ability !
1/Encounter would be acceptable, and balanced compared to withering strike. This would be a mix of half of level 1 ability and half of level 9 ability, without the same DPS potential due to more limited full attack number. Still not that great. 15s duration would be my suggestion, in order to distinguish it a bit from withering and crippling strike. It won’t make it OP.
Deathblows : Crazy enough as it is.
Smoke Cloud : Distraction is a nice small effect, crazy accuracy +20 is nice. But duration and range are just bad, especially when combined.
My solution : make it the “Rogue Immolation”, a debuffing cloud moving with the rogue, helping him evading blows. I can imagine that.
3s tick, tick during 15s, 5s debuff duration.
No need to change AoE. Keep accuracy bonus as it is.
Other solution : a big increase in range and duration. Less fun, but less development cost for Obsidian
Shadow Step :
Currently, You Shadowstep for a cryptic duration (around 8s), and suddenly come back to your initial position.
Barbarian and Fighters do have teleport stuff too (charge and dragon leap) at this level that brings additional utility (AoE damage and/or debuff) to the table.
Shadowstep is basically harder to control and less rewarding (no additional effect).
Shadowstep comes from Guild wars. In Guild wars, it was a modal (targetable) that could be cancelled to come back to initial position.
In POE, Return should be controllable too.
Maximum Duration could be a bit more. 10s would be enough to kill a wizard. (By the way I don’t know if duration is affected by Intelligence.)
In addition, as a high level ability, a bit more of raw power would be nice too.
To reflect the “shadow” part of the Shadow Step, the rogue could receive a bit of “shadow-form defensive buff” for the duration.
For example, they could receive 15% Graze to miss, 15% hit to graze, 15% crit to hit (spell-like, non-stackable) as the new Cipher spell.
Note for Development : in my opinion, 10s duration and hit conversion would be enough to make the skill fun and good enough, if the development cost for activable return is too high (because it is a totally new effect to program).
Sap : good as it is. Not awesome for a level 13, but still nice as CC and debuff.
Feign Death : Not bad, but 10s of incapacitation on you damage dealer as its ultimate ability, seriously ?
5s duration for the “prone” part would be OK, I think.
Voilà !
Note : there could be the same kind of thread about barbarian, but I think it’s good to have a thread only about rogues.