Rogue Redux Feedback

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Nobs
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Re: Rogue Redux Feedback

Post by Nobs » Sun Mar 05, 2023 12:24 pm

Oridnia_Lives wrote:
Fri Mar 03, 2023 6:52 pm
Oridnia_Lives wrote:
Tue Feb 28, 2023 12:25 am

https://youtu.be/e5SlgQODHqc

Trapper video! I'm almost done with my second one, this is the first. This was before the traps started being reusable, thanks for that :)

My next Trapper video is shorter and sweeter! Barbarian Brouhaha!

https://youtu.be/IbAKAp9oPVw

I tried making a true trap focused rogue before in regular NWN but it never really worked. Appreciate the changes that make this tropey playstyle something that can work on Arelith, if just barely. But then again some might say the "barely" is part of trope. :geek:

That vid made me so sad...
Here we have our sneaky rogue who cant even place a trap and not jump out of stealth shouting here i am!!


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Aren
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Re: Rogue Redux Feedback

Post by Aren » Sun Mar 05, 2023 7:11 pm

Okay.

So how do we buff rogue, without making it overpowered and also make it feel like it's got a real niche, both in PVE and PVP?

1: Grenades - only rogues / classes with (greater?) experimental device can throw/use grenades (even the mundane ones, such as acid bomb). Anyone else, it blows up in their face.

2: Open lock / Disarm trap / Set trap - make rogues do it faster. It doesn't add much, but it gives them something to make them feel like specialists.

3: UMD. I suggest giving Rogues +1 to umd levels (similar to loremaster) every 6 levels of Rogue.

".. the other number that isn't 18." - Jack Oat
".. but- someone is still pumping the brakes sometimes, right? ...right?" - Batcountry


AstralUniverse
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Re: Rogue Redux Feedback

Post by AstralUniverse » Sun Mar 05, 2023 11:31 pm

Aren wrote:
Sun Mar 05, 2023 7:11 pm

Okay.

So how do we buff rogue, without making it overpowered and also make it feel like it's got a real niche, both in PVE and PVP?

1: Grenades - only rogues / classes with (greater?) experimental device can throw/use grenades (even the mundane ones, such as acid bomb). Anyone else, it blows up in their face.

2: Open lock / Disarm trap / Set trap - make rogues do it faster. It doesn't add much, but it gives them something to make them feel like specialists.

3: UMD. I suggest giving Rogues +1 to umd levels (similar to loremaster) every 6 levels of Rogue.

1 is .. meh. I actually like that any build can sometimes surprise people with unexpected items which arent supposed to be useful to said character in theory. acid bomb is one of them. a misfire chance like with gonnes would give an edge to dexers, which I would be happier with if we're going this route.

2 and 3 are pretty good suggestions.

Svrtr wrote:

I've spoken with Kenji and warpriest will be allowed to take elemental avatar so keep this in mind too


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Waldo52
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Re: Rogue Redux Feedback

Post by Waldo52 » Mon Mar 06, 2023 1:41 am

So the team is going with a fine tuning approach rather than a straight buff approach. With this in mind I have a bit of feedback.

I know that Kenji mentioned rogues wouldn't get any extra feats, but here's where we are. A well built rogue will look something like this in terms of bonus feats:

7) crippling strike
10) defensive roll
13) Improved evasion
16) ESF: Hide/MS
19) ESF: Discipline
23) Blinding Speed

These are basically all vital, and you have nothing left to spend.

This isn't necessarily a uniform list for all rogues, because there's some overlap between rogue feats and level up feats. You're not necessarily getting ESF, Blinding Speed or Epic Dodge as part of the rogue bonus feat progression. I left the latter off of my list assuming it would be taken as regular old level-up feat. But when you look at the feat economy there's a serious problem. Between rogue feats and other essentials from leveling up like Epic Weapon Focus, you're not very free to make independent decisions.

Grenades are currently "too good". They're not amazing and for the love of God they don't need a nerf, but there's basically nothing in the batch of new and improved feats that's good enough to replace them as a viable option unless you're really dedicated to the disguise aspect of the class at the expense of fighting ability.

Most of the new and improved rogue feats are not even sidegrades, they're straight debuffs compared to grenade use. In my mind there are two solutions: add another feat to the rogue's progression so that 24/6 rogue can actually benefit from the new material without losing grenades or significantly buff the new and improved methods/feats so that they can compete with grenade use. For example, a +1 to hit with a signature weapon doesn't offer much compared to a grenade that stuns but a +2 just might.

This isn't just a raw power problem, it's a flavor problem. I don't feel like I have options in terms of my character's methods and tactics, I feel like I'm being railroaded by the necessity of feat economy.

Additionally, and I'm going to stay vague because this is not the suggestions board, I see that pure rogues actually do get a real net increase in rogue feats but there's still no compelling reason to play a pure rogue. Do with this observation what you will.


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Two for the Rogues
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Re: Rogue Redux Feedback

Post by Two for the Rogues » Mon Mar 06, 2023 5:35 am

Rogue enjoyer reporting in: just hit 24 on the standard 24/6. The above post regarding how lean the pickings are on rogue feats encapsulates the rather major grievance I have with the class: you get everything you strictly need, and very little beyond that. It's appreciable why the developers are using such a light touch after playing one. Instead of bonus feats, I'd posit giving all rogues blanket access to grenades at 12, and crippling strike for free at 18. These two features seem the most distinctly "roguish" to me, insofar as they're the two most no-brainer feats for both strength and dexterity-based rogues.

Doing this and causing the feats to instead buff the ability or change its functionality (a command to change crippling strike into a dexterity or discipline debuff or to apply ASF, a slight buff to the effects of rogue grenades/change which stat they scale with, etc) would make these feats feel more like competitive sidegrades to the other rogue bonus feats: with the noteworthy exception of signature weapon (which would otherwise risk filling the two-feat void we're aiming at flavor). Signature weapon perks should only be selectable on epic bonus feat levels, where +1 and +2 AB can compete with +10 skill, 1d6 sneak attack, or blinding speed.

I've been greatly appreciating the new gearing options. Rogue is not an easy class to gear, and every piece of specialized equipment we can craft, commission, or find makes the class that much more enjoyable. Those UMD books are incredible, and every consumable like that added into the loot matrix is a buff to a sufficiently clever rogue.

I really like Aren's suggestions. Call me selfish if you like, but I think that grenades are an excellent "pros only" tool, and that it would be very nice to see rogues gain some UMD synergy. On that note...

Given the prevalence and utility of ESF: Lore, it'd be nice to see ESF: UMD be more useful (outside of equipping stuff). With the rods, books, and wands on offer, I think a UMD-Heavy rogue is an appealing gimmick niche that would unlock some interesting scaling regarding a loremaster dip. I don't know what you'd do here, realistically, but man it'd be cool to play a viable UMD-based character.

I think the class is in a fine spot power-wise. The character minces level-appropriate content, with some clever gearing options and utility bombs allowing her to do just fine against things that don't get blended by sneak attacks. QoL changes and nicer gearing will help the class come into its own.

Trap XP should be half delayed, but do NOT tell the Rogue Council I said that.

Addendum: some thoughts on grenades:
Grenades are perhaps the coolest mechanic any NWN server has given rogues. I would love to see both experimental device feats operate similarly to a mage's "spell focus", such that dedicated rogues can specialize for their use.
Acid grenades should likely have the AoE slow removed, or should be gated behind high rogue investment (20+). As it stands, they appear to be the most direct competition to the viability of flashbangs and paralytic caltrops due to the incredible slow.
Choking powder is a very effective PvE tool if you can get immunity to poisons.
Firebombs are not useful.
Mirror dust is a great escape tool, and otherwise does not help the rogue much. If the developers consider my "grenadier" feats, making mirror dust not affect rogues/grenadiers would make this an incredibly strong - if situational - melee tool.
Smoke screen is very mid. With the rogue synergies to detection, combined with the comparative ease of raising hide (as opposed to spot), this grenade is very situational. An improved grenade function would throw mundane darkness in a small AoE for a duration scaling with rogue levels: such that a rogue could actually disappear into their smokescreen against an unwary target.
Silence dust is great. A slight addition to the MS buff is optional for the improved grenadier option, but is unnecessary. I really like the design of this grenade, and would love to see more things like it.
Exploding holy flasks are amazing. Grenadier should make the effect last another round or so.

Disjunction shards seem highly situational. Rarely is AoE lesser spell breach going to provide massive utility over a UMD breach. Give grenadiers the same +1 breach on a failed save as improved experimental device takers, I think: there's little else that can be done for it without making them very strong.
Beholder dust is amazing. The only buff I would give it from grenadier is enabling it to be thrown, and even that might be a bit too strong.
I need to play with the 24 rogue grenades before I pass judgement, but the lack of effect on successful save will limit their utility for high-end PvE content. In the realm of PvP, I do not know what kind of reflex saves the average builds boast, but for however long there's a massive percentage no-save slow available, it's difficult to imagine a niche for these. For grenadier, I would add either a small debuff upon a successful save, or a +2 DC increase.

It'd also be VERY NICE if rogue grenades could go in a trapper's toolbox (requiring a bit of forethought and planning before you go dungeoneering). My rogue's throwable stockpile fills up half an inventory page and weighs over 30 pounds: both of which are precious resources for an average-strength character with a designated page in her bag for wands and the one below it for books.


Oridnia_Lives
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Re: Rogue Redux Feedback

Post by Oridnia_Lives » Tue Mar 07, 2023 9:22 pm

Waldo52 wrote:
Mon Mar 06, 2023 1:41 am

So the team is going with a fine tuning approach rather than a straight buff approach. With this in mind I have a bit of feedback.

I know that Kenji mentioned rogues wouldn't get any extra feats, but here's where we are. A well built rogue will look something like this in terms of bonus feats:

7) crippling strike
10) defensive roll
13) Improved evasion
16) ESF: Hide/MS
19) ESF: Discipline
23) Blinding Speed

These are basically all vital, and you have nothing left to spend.

This isn't necessarily a uniform list for all rogues, because there's some overlap between rogue feats and level up feats. You're not necessarily getting ESF, Blinding Speed or Epic Dodge as part of the rogue bonus feat progression. I left the latter off of my list assuming it would be taken as regular old level-up feat. But when you look at the feat economy there's a serious problem. Between rogue feats and other essentials from leveling up like Epic Weapon Focus, you're not very free to make independent decisions.

Grenades are currently "too good". They're not amazing and for the love of God they don't need a nerf, but there's basically nothing in the batch of new and improved feats that's good enough to replace them as a viable option unless you're really dedicated to the disguise aspect of the class at the expense of fighting ability.

Most of the new and improved rogue feats are not even sidegrades, they're straight debuffs compared to grenade use. In my mind there are two solutions: add another feat to the rogue's progression so that 24/6 rogue can actually benefit from the new material without losing grenades or significantly buff the new and improved methods/feats so that they can compete with grenade use. For example, a +1 to hit with a signature weapon doesn't offer much compared to a grenade that stuns but a +2 just might.

This isn't just a raw power problem, it's a flavor problem. I don't feel like I have options in terms of my character's methods and tactics, I feel like I'm being railroaded by the necessity of feat economy.

Additionally, and I'm going to stay vague because this is not the suggestions board, I see that pure rogues actually do get a real net increase in rogue feats but there's still no compelling reason to play a pure rogue. Do with this observation what you will.

This is an interesting post to me because you say you feel railroaded but we're doing a lot of things different from each other based on your post. It seems to work out fine for both of us, though I'm not sure what your definition of success would be. [shrug] Just uncertain about the existence of the railroad you mention.


Yvesza
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Re: Rogue Redux Feedback

Post by Yvesza » Thu Mar 09, 2023 8:28 am

So I've been trying to build a rogue for a few days now and I've run into a few problems that continue to highlight rogues issues.

1) Small races are objectively the correct choice, rogues are so stifled for AB that even just one more can be a pretty big deal. The benefits to hide/MS and AC are just icing on the cake.
2) There's really only one 'correct' build and there's really no freedom of choice into the epics.
3) Dirty fighting is utilized by strength martials far better than rogues and even -for- rogues, using it is a challenge.

I want to elaborate on my third point a little bit because the issues it has aren't so inherently obvious. Strength martials not only benefit most from the effects, they're also the best builds to use dirty fighting with. Why? They get higher DC's than rogues do generally and can also capitalize on the requirements and effects.

The highest possible DC a rogue can get without sabotaging their build is 34, strength martials can reach as high as 39.
The requirements for sand eyes can be met by a strength martial at little cost (One hand & parry for a loss of 1 AC or by using two-handed weapons) while in order to do this, rogues need to forgo their ability to dual wield and consign themselves to one hand and parry.

Only really two of the five modes for dirty fighting are useful (Sand eyes and low blow) and only one of those modes is actively usable by rogues (Low blow). Headbutt is almost good but the short duration (3 seconds) means that it's just far too short lived to really mean all too much.

But there was a solution to rogues issue, or so I thought. double weapons. Quarterstaves are a finessable rogue weapon which I thought was an elegant solution to my first and third points, a medium rogue can use a quarterstave and take advantage of sand eyes fully while a small rogue can't. Suddenly the decision between small and medium had some serious considerations and a very underutilized weapon had a place... But sadly this isn't the case, despite being a two-handed weapon quarterstaves don't qualify for sand eyes because they also allow you to benefit from dual-wielding.

Is there ever a world where this could change? I think it'd go a long way to giving rogues a lot more choice, even if that choice was an otherwise undesirable 19-20 +3 weapon.


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Waldo52
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Re: Rogue Redux Feedback

Post by Waldo52 » Fri Mar 10, 2023 7:25 am

Oridnia_Lives wrote:
Tue Mar 07, 2023 9:22 pm
Waldo52 wrote:
Mon Mar 06, 2023 1:41 am

So the team is going with a fine tuning approach rather than a straight buff approach. With this in mind I have a bit of feedback.

I know that Kenji mentioned rogues wouldn't get any extra feats, but here's where we are. A well built rogue will look something like this in terms of bonus feats:

7) crippling strike
10) defensive roll
13) Improved evasion
16) ESF: Hide/MS
19) ESF: Discipline
23) Blinding Speed

These are basically all vital, and you have nothing left to spend.

This isn't necessarily a uniform list for all rogues, because there's some overlap between rogue feats and level up feats. You're not necessarily getting ESF, Blinding Speed or Epic Dodge as part of the rogue bonus feat progression. I left the latter off of my list assuming it would be taken as regular old level-up feat. But when you look at the feat economy there's a serious problem. Between rogue feats and other essentials from leveling up like Epic Weapon Focus, you're not very free to make independent decisions.

Grenades are currently "too good". They're not amazing and for the love of God they don't need a nerf, but there's basically nothing in the batch of new and improved feats that's good enough to replace them as a viable option unless you're really dedicated to the disguise aspect of the class at the expense of fighting ability.

Most of the new and improved rogue feats are not even sidegrades, they're straight debuffs compared to grenade use. In my mind there are two solutions: add another feat to the rogue's progression so that 24/6 rogue can actually benefit from the new material without losing grenades or significantly buff the new and improved methods/feats so that they can compete with grenade use. For example, a +1 to hit with a signature weapon doesn't offer much compared to a grenade that stuns but a +2 just might.

This isn't just a raw power problem, it's a flavor problem. I don't feel like I have options in terms of my character's methods and tactics, I feel like I'm being railroaded by the necessity of feat economy.

Additionally, and I'm going to stay vague because this is not the suggestions board, I see that pure rogues actually do get a real net increase in rogue feats but there's still no compelling reason to play a pure rogue. Do with this observation what you will.

This is an interesting post to me because you say you feel railroaded but we're doing a lot of things different from each other based on your post. It seems to work out fine for both of us, though I'm not sure what your definition of success would be. [shrug] Just uncertain about the existence of the railroad you mention.

I wanted to respond to this at length and be somewhat thoughtful. But the recent update was excellent and IMO just what we needed. The problems that I felt existed before have more or less ceased to exist, so I'm not going to debate the existence of a problem that ended several hours ago. We'll argue about something else soon, I promise. 😊


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Waldo52
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Re: Rogue Redux Feedback

Post by Waldo52 » Fri Mar 10, 2023 7:55 am

KENJI! EXCELLENT WORK!

The updates that came on 3/9/23 really made my day. You solved a lot of the problems I was having with the rogue and threw some exciting possibilities into the mix.

-Getting rid of the lighting reflexes tax just made invisible blade super viable for traditionally feat starved TWF builds. You still lose shield proficiency which is a fair tradeoff. This is a class I've been wanting to play for a long time, but the feat economy was stopping me.

-On a related note, dirty fighting was a bit controversial due to its low DCs and reliance on extra skill/gear investment. Making it a requirement for IB was a great way to put the feat to use for more players, weather we use the feat actively or not.

-We no longer have to choose between more vital feats and their prereqs (Epic Dodge, Blinding Speed, ESF) and more flavorful individualized choices like gruesome technique. The increased number of feats lets us to do highly specific fun things without sacrificing much in terms of raw power. I feel like I can finally take hidden persona without neutering my build. If I'm feeling particularly mean I can just take improved sneak attack twice. We have some incredibly meaningful choices and can deviate a bit more from the traditional blueprint.

-I'm not sure if this is intended or not, but rogues look like incredible switch hitters now. A rogue 25/ archer ranger 5 could probably afford weapon focus and epic weapon focus on both a ranged and melee weapon group with the new feat economy. Unless I fudged some feat math, we're looking like the most passable switch hitters in the game now.

-The immunity to your own choking powder was another brilliant move. I was getting an encircling scale on all my rogues for poison immunity and this was butchering gear economy. It was also a very boring item that ate a slot. Combined with the improvements to rogue leathers our gear situation is looking a lot better.

These improvements have made rogues slightly more powerful, but not by much. What you really gave us was freedom of choice and quality of life.
I'll admit that at times I was skeptical of the pace and design direction of these rogue changes, but right now I'm ecstatic. You pulled off something wonderful.


MRFTW
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Re: Rogue Redux Feedback

Post by MRFTW » Fri Mar 10, 2023 12:01 pm

Waldo52 wrote:
Fri Mar 10, 2023 7:55 am

KENJI! EXCELLENT WORK!

I've snipped this quote down but I couldn't agree more with all of it. I've been looking at a few builds for IB now:

FTR 6 IB 5 EKD 19
FTR 10 IB 5 EKD 15 (possible before, but better saves now)
Rog 21 IB 5 Cav 4 (possible before but both classes are buffed)
FTR 5 IB 5 BG 20
FTR 6 IB 5 WM 19
Hex 6 IB 5 EKD 19

Basically any build with the format of X 6 / IB 5 / Y 19 looks really good, IB gives some unique cookies with bleed + breach and an epic tumble dump.

Hopefully FTR/EKD/IB will prove to be a decent counter to WM type builds, with the survivability to handle their kill pressure, decent damage and ability to impact their opponent's action economy via bleed pressure.


Babylon System is the Vampire
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Re: Rogue Redux Feedback

Post by Babylon System is the Vampire » Fri Mar 10, 2023 1:15 pm

I personally have my eye on 25/5 liberator for the first time, but yeah..good changes to the rogue all around.


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Waldo52
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Re: Rogue Redux Feedback

Post by Waldo52 » Fri Mar 10, 2023 6:13 pm

Another thing worth pointing out.

A common grievance was that deep rogues offered little over other rogueish classes like assasin and Shadowdancer besides some extra skills points and feats (plus a bit of HP over assasin's 6 sided HD). The choking powder buffs and extra feats did a great deal to close this gap.


jomonog
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Re: Rogue Redux Feedback

Post by jomonog » Fri Mar 10, 2023 9:31 pm

Having some extra bonus feats is really nice and definitely a step in the right direction to buff the class. It has highlighted to me though now you have some choice on feats that rogue is missing alot of the "standard" melee epic bonus feats that other melee classes get access to like epic weapon focus, armor skin, epic prowess, great dexterity. Spellsword by comparison has access to that list with great int over great dex and assassin gets to choose epic prowess and great dex. Bard even gets access to great dex for some reason as well as great cha. It would be nice if rogue could get a more fulsome epic bonus feat list (even just access to great dex would help).


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Kenji
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Re: Rogue Redux Feedback

Post by Kenji » Sun Mar 12, 2023 9:03 am

Most of the team has decided against allowing Rogues to take Great Dex because it is easily stackable for the current Rogue epic feat spread. Allowing Rogues to use their bonus feats to take Great Dex will lead to the choices favoring Great Dex over everything else because of an increase in both raw AB and AC, thus limiting the design again which is against what the Rogue update is about.

Another thing to note is that Bards do not have the same amount of feat density as Rogues do now, so the comparison isn't as adequate as one would think.

Imagine taking Rogue 15 to Rogue 23 in the epic levels, stacking 5 great dexes while still leaving 1 more level for something else.


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Hazard
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Re: Rogue Redux Feedback

Post by Hazard » Tue Mar 14, 2023 2:22 pm

This was a nice update for rogues. Really glad to see it.
The feats are very much appreciated, on my deep rogue.


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Waldo52
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Post Update Rogue Feedback

Post by Waldo52 » Fri Sep 15, 2023 8:54 pm

It's been a long time since Kenji's rogue update, which was honestly a godsend. The class was in a really bad condition and we really needed something. But after many months of playing rogues I've come to the conclusion that the rogue is still decidedly weaker than almost any other class in terms of deep investment.

I want to split this up between positive and negative post-update feedback.

The Negative

1) Rogues still don't feel like they have a "capstone" ability, or a real reason to invest many levels with the closest exception being flashbangs at 24. You could possibly include maximum grenade DCs as a sort of "capstone" at rogue 30, but rogue 30 is regarded as a joke. Of course not all classes have or particularly need a capstone ability, but is sure helps when you're dealing with a class that is struggling. Rogue 30 is not useful and rogue 24/25 is underwhelming.

2) Deep rogues still struggle against similar rogue adjacent classes. Shadowdancers have much better defensive tricks and almost don't care about the loss of grenade progression with their awesome shadow gaze. Assasins outdamage rogues horribly, and don't care about the loss of grenades because their sneak attacks can paralyze opponents.

3) Rogues are easy to kill. Obviously, so are assassins. But assassins do ridiculous damage and can lock an opponent down before they have a chance to strike back.

4) The most useful dirty fighting option (blinding) is impossible with two weapon fighting. In other words, probably most rogues.

5) My next point could probably be a thread in and of itself: the new rogue feats seemed to be the dev team's answer to an old question: If these other rogue-like classes outshine the rogue in so many ways, why play a rogue? The answer is now "Feats. Lots of feats. New feats". In my opinion this was a pretty wise approach that had a lot of potential, but experience playing the class isn't producing the best results. Things like signature weapon, gruesome technique, epic skill focus, etc. are flavorful and useful. They've made the class a bit more mechanically powerful. But only a bit. In my opinion these feats would have to be stronger, or we would just need even MORE of them to be anything close to competitive.

-To illustrate this point, pretend that all level 30 rogues without assassin levels on the server suddenly got five more rogue feats and spent them all on improved sneak attack. Deep rogues would all be rocking 17-18d6 sneak attack damage at least. This would probably put them basically on par with most assassins in terms of raw damage, but they still wouldn't be paralyzing their opponents as a non-action. The gap in power would still be there. Rogues have not feated their way out of the power disparity. This may be because the feats aren't strong enough, or it might be because we don't have enough of them. We already get quite a few, but quantity has a quality all its own.

6) The vigilante at times feels like a bit of a middle finger to rogues. Vigis still gain access to rogue grenades = character level and thus outdo us in one of our only redeeming gimmicks. They do this with full BaB. I don't have a problem with vigilantes being able to do this, but any deep rogue should be able to pay for an option like full grenade use without giving up a fourth attack per round.

7) Grenades and traps generally feel fairly weak, especially with a class that vaporizes after a single attempt at making an enemy fail his save. Modest DC increases would change the general quality of life for playing a rogue.

8) We are generally a gearing nightmare. Most of our signature gearing options don't have discipline, will save or unisave. This is especially scary as a usually low strength/wisdom class. Throwing us a bone here and there on some of our standard equipment (fine elven boots, rogue leathers, displacer beast cloaks, rings of hiding, etc.) would be huge. Actually, this would make things easier for assassins/Invisible blades/shadowdancers too.

9) Many of our most important tricks eat up a round's worth of activity, and we only have a round's worth of staying power.

The Positive

1) I do enjoy the rogue's new niche of "has more feats than shadowdancers and assasins". This is a very fun, customizable, granular approach. I've made it clear that these feats aren't making the impact they could be due to their quality and/or quantity, but I think it was the right approach philosophically to distinguish us from similar classes.

2) Having a billion skill ranks and an amazing selection of skills is still a lot of fun.

3) Dirty fighting was a free goodie, and it's fun. I still take issue with the best option (blinding) not being available to two weapon rogues, but all of the variants seem somewhat useful. We needed a trick that didn't rely on beating 80 discipline.

4) People with a few rogue levels are better off. I've talked to a few people who said that 4-5 rogue for dirty fighting, some sneak dice and a tumble dump is an excellent deal. People who took the minimum number of rogue levels needed to get epic dodge are making off with at least one more feat than they had pre-update.

5) It's cool that Kenji gave us some new stuff, and as I've said playing a rogue is a bit less painful than it was before. It feels good that the team is listening.

Those were just my thoughts/ramblings on the current state of rogues.


AstralUniverse
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Re: Post Update Rogue Feedback

Post by AstralUniverse » Sat Sep 16, 2023 7:56 am

What do you define as Capstones?
13 levels to access epic dodge
19 and 24 lvls (of rogue, or a combination of roguish classes with rogue) for bonus ab and DR penetration.
3 lvls for uncanny dodge
4 lvls for free dirty fighting without needing 13 dex.

These arent grandiose alright, but they are capstones, scattered all over the place. Seems cool to me idk.

I think, stat-wise, rogue gets pretty impressive stats when use for 'standard' str build setup. You trade some hp and ab (but really not that much ab, because of weapon speciality and signature weapon) for a ton of feats and skills. For dex build, 25 rogue 5 fighter or 5 ib seems pretty good to me. Skill Mastery is fantastic for solo dungeoning. The class's gameplay over all still seems to involve strategic thinking and planning the fight ahead of time. It takes practice to understand how to optimize traps usage and terrain but it's really fun once you get the hang of it.

I'm not commenting on Assassin much. They get a big damage boost but it costs them a lot. a freaking lot. I dont really have an opinion on this besides that.

Shadowdancer is at it's best when it multiclasses Rogue so I dont know if shadowdancer's powercreep is an argument for or against rogue at this point. 8 rogue + 16 sd unlocks all of the sweet lvl 24 bonuses (weapon specialty, lightly armored...)

To address your point #5.
I guess my experience differs. I think the answer "feats. lots of feats. new feats" as well as the need for rogue levels to unlock some scaling with other classes produces great results. After the one-before-last rogue tweak, I even suggested more epic feats as the last bit of oomph the class needs, on the previous rogue thread. And now I think we're done. The class is in a good state imo.

Svrtr wrote:

I've spoken with Kenji and warpriest will be allowed to take elemental avatar so keep this in mind too


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Kenji
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Re: Post Update Rogue Feedback

Post by Kenji » Sun Sep 17, 2023 5:35 am

Waldo52 wrote:
Fri Sep 15, 2023 8:54 pm

It's been a long time since Kenji's rogue update, which was honestly a godsend. The class was in a really bad condition and we really needed something. But after many months of playing rogues, I've come to the conclusion that the rogue is still decidedly weaker than almost any other class in terms of deep investment.

Before Rogue Redux, rogues were fine for perhaps 5% of the player populace where their understanding of the mechanics and build knowledge allowed for a dedicated rogue to remain competitive in PvP. The rogue buffs, while catering to the remaining players who may not be at the 5% top player skill/knowledge level, also meant that 5% of the rogue players now play nigh-unkillable rogues in very disproportionally outmatched scenarios given any other builds/classes.

This is not to bash those who aren't capable of utilizing Rogue to its fullest potential in terms of mechanics, because I certainly can't do so myself. Since the rogue buffs, however, I have witnessed firsthand as well as heard about 3 separate occasions where a master rogue player would outplay multiple opponents or solo contents not meant for 1 character with very precise timing and effort.

But that's okay because that is the intended design for Rogues. Where both the skill floor and ceiling are elevated, the rest of the more casual rogue players (myself included) can enjoy rogues for what they are in a story-telling and roleplaying capacity. Those highly skilled rogue players, you know who you are, be more subtle about it, or don't, enjoy it while it lasts.

Should the team buff Rogue any further? No.
Should the team nerf Rogue? The short answer is also no, not now;
I will say, though: in time, as the players become more experienced in PvP, rogues may need adjustments to lower their potential. Unless everything else power creeps, which then also raises the bar. We'll see in time.

When will any of that happen? I don't know, just not anytime Soon™.

Waldo52 wrote:
Fri Sep 15, 2023 8:54 pm

Rogue 30 is not useful

Pure class anything is not gonna happen under my designs, focus your energy elsewhere.


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Re: Post Update Rogue Feedback

Post by definatelynothealbold » Sun Sep 17, 2023 6:43 pm

I mean, Spell swords and Warlocks exist.

I don't understand what's wrong with people wanting to be pure 30 Classes. It only makes sense that dedicating yourself fully to your path should have benefits. It makes no sense that you should be a weaker Rogue as a full 30 rogue, than you would as a level 23 rogue with other classes tossed in.

Sure you'd get more flexibility, but I'd argue a level 30 Class should be better at the core of what that class does, than someone whom would multiclass for extra flexibility.

You are already rewarded for multi-classing by getting access to things that normally you would not get with the class no? Why is it a bad thing for people to want to fully dedicate to a class?


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Re: Post Update Rogue Feedback

Post by Kenji » Sun Sep 17, 2023 10:10 pm

definatelynothealbold wrote:
Sun Sep 17, 2023 6:43 pm

I mean, Spell swords and Warlocks exist.

I don't understand what's wrong with people wanting to be pure 30 Classes. It only makes sense that dedicating yourself fully to your path should have benefits. It makes no sense that you should be a weaker Rogue as a full 30 rogue, than you would as a level 23 rogue with other classes tossed in.

Sure you'd get more flexibility, but I'd argue a level 30 Class should be better at the core of what that class does, than someone whom would multiclass for extra flexibility.

You are already rewarded for multi-classing by getting access to things that normally you would not get with the class no? Why is it a bad thing for people to want to fully dedicate to a class?

“Why do we observe a force that is neither electromagnetic nor gravitational when two (sub)atomic particles come too close together to prevent the nucleus from collapsing into each other?”

“What is the purpose of stars in the observable universe?”

“What's wrong with liking pure 30?”

"Why is it a bad thing for people to want to fully dedicate a class?"

These questions have something in common: they evoke subjective responses with no true objective in mind and can span long discussions with no conclusion in sight.

If you’d like to question my design decision, feel free to make a separate thread for it and I am more than happy to answer your inquiries there (I have quite a lot to share but I won't do so here!). Let us leave this one relevant to rogues and rogue-related mechanics.


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Re: Post Update Rogue Feedback

Post by AstralUniverse » Mon Sep 18, 2023 8:25 am

I actually do have one small feedback left.

The lightly armored AC, is supposed to mimic dex modifier AC, or at least that's how it's advertised. This bonus ac was moved from being Dodge, into being added as Armor ac that stacks with the ac on the armor, which means on one hand that AC is now more like 'dex' in that the rogue keeps it when they're flat-footed, but on the other hand, that ac doesnt stack with magical sources like Magic Vestment or Fighter bonus (although, not entirely sure about fighter tbh), and also since it's Armor mod it doesnt apply vs touch attacks. It should stack with all sources of Armor ac, and it should apply vs touch attacks, and do everything Dex ac does the way Dex ac does it, if possible.

Svrtr wrote:

I've spoken with Kenji and warpriest will be allowed to take elemental avatar so keep this in mind too


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Re: Post Update Rogue Feedback

Post by Kalopsia » Mon Sep 18, 2023 8:30 am

AstralUniverse wrote:
Mon Sep 18, 2023 8:25 am

I actually do have one small feedback left.

The lightly armored AC, is supposed to mimic dex modifier AC, or at least that's how it's advertised. This bonus ac was moved from being Dodge, into being added as Armor ac that stacks with the ac on the armor, which means on one hand that AC is now more like 'dex' in that the rogue keeps it when they're flat-footed, but on the other hand, that ac doesnt stack with magical sources like Magic Vestment or Fighter bonus (although, not entirely sure about fighter tbh), and also since it's Armor mod it doesnt apply vs touch attacks. It should stack with all sources of Armor ac, and it should apply vs touch attacks, and do everything Dex ac does the way Dex ac does it, if possible.

I'm pretty sure it's scripted to stack with fighter, and I know we've made it count against touch attacks :)


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Re: Post Update Rogue Feedback

Post by AstralUniverse » Mon Sep 18, 2023 9:16 am

Kalopsia wrote:
Mon Sep 18, 2023 8:30 am

I'm pretty sure it's scripted to stack with fighter, and I know we've made it count against touch attacks :)

yay!

Svrtr wrote:

I've spoken with Kenji and warpriest will be allowed to take elemental avatar so keep this in mind too


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Re: Post Update Rogue Feedback

Post by Waldo52 » Mon Sep 18, 2023 5:02 pm

Kenji wrote:
Sun Sep 17, 2023 5:35 am
Waldo52 wrote:
Fri Sep 15, 2023 8:54 pm

It's been a long time since Kenji's rogue update, which was honestly a godsend. The class was in a really bad condition and we really needed something. But after many months of playing rogues, I've come to the conclusion that the rogue is still decidedly weaker than almost any other class in terms of deep investment.

Before Rogue Redux, rogues were fine for perhaps 5% of the player populace where their understanding of the mechanics and build knowledge allowed for a dedicated rogue to remain competitive in PvP. The rogue buffs, while catering to the remaining players who may not be at the 5% top player skill/knowledge level, also meant that 5% of the rogue players now play nigh-unkillable rogues in very disproportionally outmatched scenarios given any other builds/classes.

This is not to bash those who aren't capable of utilizing Rogue to its fullest potential in terms of mechanics, because I certainly can't do so myself. Since the rogue buffs, however, I have witnessed firsthand as well as heard about 3 separate occasions where a master rogue player would outplay multiple opponents or solo contents not meant for 1 character with very precise timing and effort.

But that's okay because that is the intended design for Rogues. Where both the skill floor and ceiling are elevated, the rest of the more casual rogue players (myself included) can enjoy rogues for what they are in a story-telling and roleplaying capacity. Those highly skilled rogue players, you know who you are, be more subtle about it, or don't, enjoy it while it lasts.

Should the team buff Rogue any further? No.
Should the team nerf Rogue? The short answer is also no, not now;
I will say, though: in time, as the players become more experienced in PvP, rogues may need adjustments to lower their potential. Unless everything else power creeps, which then also raises the bar. We'll see in time.

When will any of that happen? I don't know, just not anytime Soon™.

Waldo52 wrote:
Fri Sep 15, 2023 8:54 pm

Rogue 30 is not useful

Pure class anything is not gonna happen under my designs, focus your energy elsewhere.

Interesting. Even pre-update there were always these few elite rogue players who would chime in on the forums stating that rogue was in a fine place, that it was easy to solo dungeons as a rogue, etc. It was almost hard for me to believe them.

It's probably the case that I'm just not an elite player and the class has an extremely steep learning curve. I don't care that much is if I suck, it's a video game and I'm enjoying myself which is the most important thing.


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Re: Post Update Rogue Feedback

Post by Waldo52 » Mon Sep 18, 2023 6:02 pm

Waldo52 wrote:
Mon Sep 18, 2023 5:02 pm
Kenji wrote:
Sun Sep 17, 2023 5:35 am
Waldo52 wrote:
Fri Sep 15, 2023 8:54 pm

It's been a long time since Kenji's rogue update, which was honestly a godsend. The class was in a really bad condition and we really needed something. But after many months of playing rogues, I've come to the conclusion that the rogue is still decidedly weaker than almost any other class in terms of deep investment.

Before Rogue Redux, rogues were fine for perhaps 5% of the player populace where their understanding of the mechanics and build knowledge allowed for a dedicated rogue to remain competitive in PvP. The rogue buffs, while catering to the remaining players who may not be at the 5% top player skill/knowledge level, also meant that 5% of the rogue players now play nigh-unkillable rogues in very disproportionally outmatched scenarios given any other builds/classes.

This is not to bash those who aren't capable of utilizing Rogue to its fullest potential in terms of mechanics, because I certainly can't do so myself. Since the rogue buffs, however, I have witnessed firsthand as well as heard about 3 separate occasions where a master rogue player would outplay multiple opponents or solo contents not meant for 1 character with very precise timing and effort.

But that's okay because that is the intended design for Rogues. Where both the skill floor and ceiling are elevated, the rest of the more casual rogue players (myself included) can enjoy rogues for what they are in a story-telling and roleplaying capacity. Those highly skilled rogue players, you know who you are, be more subtle about it, or don't, enjoy it while it lasts.

Should the team buff Rogue any further? No.
Should the team nerf Rogue? The short answer is also no, not now;
I will say, though: in time, as the players become more experienced in PvP, rogues may need adjustments to lower their potential. Unless everything else power creeps, which then also raises the bar. We'll see in time.

When will any of that happen? I don't know, just not anytime Soon™.

Waldo52 wrote:
Fri Sep 15, 2023 8:54 pm

Rogue 30 is not useful

Pure class anything is not gonna happen under my designs, focus your energy elsewhere.

Interesting. Even pre-update there were always these few elite rogue players who would chime in on the forums stating that rogue was in a fine place, that it was easy to solo dungeons as a rogue, etc. It was almost hard for me to believe them. I still hear things to the tune of "I can't even play rogues, they're too weak" from players all the time.

It's probably the case that I'm just not an elite player and the class has an extremely steep learning curve. I don't care that much is if I suck, it's a video game and I'm enjoying myself which is the most important thing.

I thought I'd see more people agreeing with me but if the rogue is in fact working quite well right now that's a good thing to know too.


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