Re: Rogue Redux Feedback
Posted: Sun Oct 02, 2022 2:55 pm
Rogue Update Feedback
I've played rogues for a long time and really like the fantasy of roguish characters. As such I thought that the latest rogue update was a pleasant surprise.
I have gathered some thoughts about the current class features both old and new.
Grenades
I would echo the sentiment that grenades are mechanically simply too good to pass up, even though my personal experience with them is somewhat limited. This is mostly because playing a strength rogue my grenade DC is often too low to affect enemies but my reflex saves are also low enough to be stunned by my own flashbangs. Not exactly a surprising result, and to be clear, I do think grenades are primarily meant for dexterous rogues.
The biggest problem I have with grenades is that the mechanical features are not explained anywhere in the item description or when using Shady Deals. Every description is so vague that it makes it incredibly difficult to make informed decisions on which ones to invest in. It's a bit like trying to make a purchase between greensteel and damask weapons based on their descriptions alone without looking at the actual item stats, which is something that consumables lack entirely.
The only option is to take a field test, which again is not very exact and relies on memory rather than simply examining the item you are about to use. This probably explains why the wiki is also vague about the buffs and debuffs each grenade provides.
In short, I would appreciate more mechanical information about the grenades within the item description itself. Besides that I would say each grenade and gadget has its uses barring a few exceptions and I have issues with some of them.
Smoke Screen
Smoke Screen creates a cloud of smoke that gives everyone nearby 20% concealment, +5 Hide and -5 Spot for the duration of 1 minute.
I can’t think of any scenario where this would come into play as a tool to sneak better. The buff to Hide doesn't last long enough to be used beforehand and you're better off going invisible if your purpose is to escape.
I think if the initial cast actually provided a split second of invisibility to everyone close by, it could be used as a quick escape tool to break line of sight and sneak away. The concealment was handy on occasion, although superseded by Improved Invisibility in most cases.
The only practical use I could think of is throwing a smoke bomb and hastily picking people’s pockets before the Spot debuff runs out.
Exploding Holy Flask
Exploding Holy Flasks are hands down the best rogue grenade for PvE. It covers the main weakness rogues have against undead creatures who are typically tough because of their immunity to sneak attacks.
I don’t know the exact formula but each throw has the potential to deal between 180-210 divine damage split between three rounds to a single target. It also affects multiple creatures at once so a single grenade can easily deal thousands of damage to a group of undead.
It’s great against bosses that you struggle to damage and it takes out hordes of undead with ease. I would honestly consider taking the Simple Experimental Device feat for this grenade alone.
Dust of Silence
Dust of Silence gives everyone nearby +10 Move Silently for 1 minute per rogue level.
This is actually somewhat useful since the effect lasts long enough for you to buff yourself well before sneaking into places. I would say +10 is also significant enough of a boost to be noticeable.
I haven’t used this much myself but I get the feeling I probably should. I would still only consider it in a PvP or roleplay setting rather than PvE.
Disjunction Shard
Much like Exploding Holy Flasks, Disjunction Shards are a great weapon in PvE, easily destroying constructs that rogues usually struggle with. The damage is magical so it bypasses any damage reduction a construct might have. Once again you deal roughly 200 damage per grenade as an epic rogue and can target groups of enemies for even more total damage.
The primary use is of course in PvP to remove buffs from your opponents. The phrasing in the wiki is a little unclear but I assume it removes between 2 to 3 buffs depending on whether or not the target makes the saving throw.
Another must-have grenade that every rogue ought to take.
Mirror Dust
Mirror Dust gives everyone in the smoke dust a -5 AB penalty and 50% miss chance. I actually had no idea the miss chance was as high as concealment from Displacement or Improved Invisibility.
What’s good about the effect is that it cannot be removed by Faerie Fire or Invisibility Purge. What’s bad about the effect is that it applies to everyone in the smoke including you.
I suppose it’s a handy defensive tool when you want to play defensive. I haven’t used it enough myself to really grade it properly.
Beholder Dust
Beholder Dust creates a cloud that gives anyone in it a debuff of -10 Concentration and some Arcane Spell Failure. Clearly intended as an anti-mage grenade. Another application could be to effectively improve one’s Taunt by debuffing Concentration.
I have no idea how much spell failure this actually causes so I’m not sure how useful it is. The effects do linger even after leaving the cloud so you don’t have to keep mages inside it. You can’t throw it though so you have to get up close first before using it.
It seems like a purposeful tool but perhaps not as essential as the others.
Paralytic Caltrop
Paralytic Caltrops are, naturally, caltrops thrown on the ground that force anyone in it to roll a Reflex save vs Traps every round they stay in it. The paralysis itself does not last very long but it will be reapplied over and over until the target moves out of the vicinity. So unless you have high reflex saves. This does apply to you as well so it’s best used by rogues with high saves or thrown further away from you.
I haven’t had much success with these personally but that’s a result of the shortcomings of my build rather than the item itself. The fact that you can either zone out an area between you and an enemy or simply dance in your own caltrops while enemies step on them makes this a versatile tool for any rogue.
Flashbang
Flashbangs cause a stun and reduce all saving throws by 2. The stun itself is quite short lived and so is the debuff, which doesn’t last long after the stun has worn off.
There appears to be some overlap between Paralytic Caltrops and Flashbangs. The main difference is that the former is countered by Freedom of Movement while the latter is countered by Mind Spell Immunity. Another advantage Flashbangs have is that they can be thrown further than caltrops.
My only experience with Flashbangs is them blowing up in my face. I can tell they’re really good though.
Rogue Feats
I really like the new rogue feats. I don’t know if they’d still take priority over epic feats so realistically you’re only going to take 4 or 5 depending on how you multiclass. So starting the rogue feat progression at level 7 helps with that.
Crippling Strike
Crippling Strike is an extremely strong feat that I would consider a must-have.
Being able to reduce someone’s strength by 2 on every sneak attack allows you to render weak characters too weak to run away and strong characters unable to hit you with their big powerful swings.
There are ways to be immune to the effects, which I think is a good thing considering how obnoxious it is to be on the receiving end of it.
Defensive Roll
Defensive Roll is a niche feat on its own. Usually a killing blow that you would like to halve the damage of is so high that the DC is impossible to succeed. And even then halving the damage might not be enough to save you. It’s also only limited to one use per day for some reason.
A prerequisite for Epic Dodge, which is pretty much the only reason to take the feat.
Improved Evasion
I would consider Improved Evasion an essential feat for any rogue. It effectively halves all damage you would take from spells that have a reflex save. Granted if your reflex saves are high enough you might not see a need for it.
Still, it’s also a prerequisite for Epic Dodge so it’s a no-brainer for any dexterous rogues.
Gruesome Technique
This is probably a niche feat. It has no practical use in PvP since the effects won’t occur until after someone has died.
In PvE the fear effect is easy enough to spread among groups of enemies. They don’t run away like I initially thought but the fact that the debuff lowers saving throws allows you to make better use of other tools at your disposal, such as grenades. Presumably fear does more than that but I don’t know for sure.
A mention in the feat description that this feat scales with the Intimidate skill would be helpful to anyone picking it during level up.
Signature Weapon
I’m not sure if this feat has worked since release but on paper +1 attack bonus and damage is always welcome, and +2 intimidate synergizes well with Gruesome Technique.
I’m a little confused as to why you get to choose your signature weapon by using the feat instead of picking the weapon when you took the feat. The fact that you can switch your signature weapon at any time seems to contradict the very definition of a signature weapon. Unless the signature weapon is tied to one particular item rather than a weapon type.
Skirmish Maneuver
I have not tried this feat too much but I don’t see much incentive to take this feat.
The stealth bonuses are fairly low and are clearly meant to be a small perk on top of the main function of the feat.
That said, I’m not sure reducing the AB penalty of Dirty Fighting from -4 to -3 moves the needle all that much. Besides, unlike Knockdown, the DC is not affected by AB at all so it doesn’t actually make a huge difference in the grand scheme of things.
Opportunist
I really liked Opportunist even before the update. Getting +4 AB is fantastic when enemies often cast spells, drink potions or fire ranged weapons within your reach. It is effectively meant as a counter to Mobility, although I doubt anyone would pick it for that reason.
Overall, a solid feat especially with the hide and move silently bonuses. In fact, it even boosts sleight of hand, which is one of the skills used for Dirty Fighting.
Skill Mastery
Taking 20 on any skill roll is a dream. In practice this is only really useful for trappers. Getting +4 to Open Lock definitely bumps this feat up for me if the plan is to break into quarters. Something rogues are supposed to be good at I imagine.
Slippery Mind
Slippery Mind is in a weird spot. On one hand, if you have high enough will saving throws, you have no use for the feat. On the other hand, if you have low will saves, then rerolling is unlikely to make a difference.
Dirty Fighting
This isn't exactly a rogue-only feat but since it's a free rogue feat we might as well consider it one of the main tools in a rogue's arsenal. I also play a strength rogue so the fact that Dirty Fighting is given for free without meeting the prerequisites is appreciated.
Let’s face it, the old Dirty Fighting feat was atrocious. So it wouldn’t take much to say the new Dirty Fighting feat is an improvement. This feat, however, is incredibly good.
Firstly, the feat description is very informative and provides the players with enough details about the DC formula and what the effects of each variant are. I would say this should be the standard every other feat description should follow.
As for the moves themselves, I like that they’re limited in some ways to prevent every character from being able to use them at all times. It’s a good way to balance the ability and it makes sense thematically.
I’m unsure whether or not each variant should have its own skill rather than one skill that governs them all. Intimidating sand into someone’s eyes seems a little odd. But then what skill would govern a headbutt or a kick in the gonads? I guess in terms of clarity it’s good that one skill applies to all Dirty Fighting variants and it’s up to the player to choose which skill to invest in.
Sand in the Eyes
Sand in the Eyes causes blindness upon a failed reflex save.
Probably the most useful attack because you cannot be immune to blindness and blind targets are vulnerable to sneak attacks. I personally don’t like the look of shields so I like having even more incentive to have a free off-hand.
Pommel Strike
Pommel Strike dazes the target, which isn’t as good as a stun considering you can just drink a clarity potion and be on your merry way. Still, it opens you up to sneak attacks, at least for a brief period and it can be used with any melee weapon.
Low Blow
I feel like Low Blow is intended for ranged characters to be able to create distance between whoever is running them down. Although again not limited to any particular fighting style.
The Slow effect is actually really strong. On top of halving movement speed, Slow reduces the target to 1 attack per round and applies a -2 penalty to AC, AB and reflex saves. However, it can easily be countered by Haste.
Nosebreak
Nosebreak stuns the target and we’ve already established that stuns are great. It does require heavy armour or shield but that’s hardly a downside for most people. If not for Mind Blank and Clarity this would probably be the best Dirty Fighting variant besides Sand in the Eyes.
Headbutt
Confusion is an unreliable debuff to say the least. Most of the time the target will just stand there as though stunned but they might just as well keep fighting you or someone else. Not as good as Nosebreak but you cannot drink a potion while confused so it’s better than Pommel Strike. Again, negated by mind spell immunity.
Conclusion
I think all the new features are for the better and offer more reasons to choose a path you want to follow. The biggest problem at the moment with the new feats is that so many other feats are mandatory for rogues that it is difficult to fit them in. At least two feats tend to go into Epic Dodge and grenades might be too useful to give up. The rest are likely down to personal preference and a couple of the new feats could maybe use number adjustments to make them more attractive over the other options.
Some previous rogue updates like changing Specialty Weapons from rogue weapons to all finesse weapons, while an obvious buff to the class, resulted in an indirect nerf for my own character. It was a shame but ultimately changes like this happen and have to serve the majority rather than the individual. This latest update does not take anything away and only offers more toys to play with.
Overall, I feel like rogue as a whole is in a good place. I like the amount of skills you get when you go for a lot of rogue levels but then I also tend to value skills higher than combat prowess. And it’s still a great dip class no matter what.
I've played rogues for a long time and really like the fantasy of roguish characters. As such I thought that the latest rogue update was a pleasant surprise.
I have gathered some thoughts about the current class features both old and new.
Grenades
I would echo the sentiment that grenades are mechanically simply too good to pass up, even though my personal experience with them is somewhat limited. This is mostly because playing a strength rogue my grenade DC is often too low to affect enemies but my reflex saves are also low enough to be stunned by my own flashbangs. Not exactly a surprising result, and to be clear, I do think grenades are primarily meant for dexterous rogues.
The biggest problem I have with grenades is that the mechanical features are not explained anywhere in the item description or when using Shady Deals. Every description is so vague that it makes it incredibly difficult to make informed decisions on which ones to invest in. It's a bit like trying to make a purchase between greensteel and damask weapons based on their descriptions alone without looking at the actual item stats, which is something that consumables lack entirely.
The only option is to take a field test, which again is not very exact and relies on memory rather than simply examining the item you are about to use. This probably explains why the wiki is also vague about the buffs and debuffs each grenade provides.
In short, I would appreciate more mechanical information about the grenades within the item description itself. Besides that I would say each grenade and gadget has its uses barring a few exceptions and I have issues with some of them.
Smoke Screen
Smoke Screen creates a cloud of smoke that gives everyone nearby 20% concealment, +5 Hide and -5 Spot for the duration of 1 minute.
I can’t think of any scenario where this would come into play as a tool to sneak better. The buff to Hide doesn't last long enough to be used beforehand and you're better off going invisible if your purpose is to escape.
I think if the initial cast actually provided a split second of invisibility to everyone close by, it could be used as a quick escape tool to break line of sight and sneak away. The concealment was handy on occasion, although superseded by Improved Invisibility in most cases.
The only practical use I could think of is throwing a smoke bomb and hastily picking people’s pockets before the Spot debuff runs out.
Exploding Holy Flask
Exploding Holy Flasks are hands down the best rogue grenade for PvE. It covers the main weakness rogues have against undead creatures who are typically tough because of their immunity to sneak attacks.
I don’t know the exact formula but each throw has the potential to deal between 180-210 divine damage split between three rounds to a single target. It also affects multiple creatures at once so a single grenade can easily deal thousands of damage to a group of undead.
It’s great against bosses that you struggle to damage and it takes out hordes of undead with ease. I would honestly consider taking the Simple Experimental Device feat for this grenade alone.
Dust of Silence
Dust of Silence gives everyone nearby +10 Move Silently for 1 minute per rogue level.
This is actually somewhat useful since the effect lasts long enough for you to buff yourself well before sneaking into places. I would say +10 is also significant enough of a boost to be noticeable.
I haven’t used this much myself but I get the feeling I probably should. I would still only consider it in a PvP or roleplay setting rather than PvE.
Disjunction Shard
Much like Exploding Holy Flasks, Disjunction Shards are a great weapon in PvE, easily destroying constructs that rogues usually struggle with. The damage is magical so it bypasses any damage reduction a construct might have. Once again you deal roughly 200 damage per grenade as an epic rogue and can target groups of enemies for even more total damage.
The primary use is of course in PvP to remove buffs from your opponents. The phrasing in the wiki is a little unclear but I assume it removes between 2 to 3 buffs depending on whether or not the target makes the saving throw.
Another must-have grenade that every rogue ought to take.
Mirror Dust
Mirror Dust gives everyone in the smoke dust a -5 AB penalty and 50% miss chance. I actually had no idea the miss chance was as high as concealment from Displacement or Improved Invisibility.
What’s good about the effect is that it cannot be removed by Faerie Fire or Invisibility Purge. What’s bad about the effect is that it applies to everyone in the smoke including you.
I suppose it’s a handy defensive tool when you want to play defensive. I haven’t used it enough myself to really grade it properly.
Beholder Dust
Beholder Dust creates a cloud that gives anyone in it a debuff of -10 Concentration and some Arcane Spell Failure. Clearly intended as an anti-mage grenade. Another application could be to effectively improve one’s Taunt by debuffing Concentration.
I have no idea how much spell failure this actually causes so I’m not sure how useful it is. The effects do linger even after leaving the cloud so you don’t have to keep mages inside it. You can’t throw it though so you have to get up close first before using it.
It seems like a purposeful tool but perhaps not as essential as the others.
Paralytic Caltrop
Paralytic Caltrops are, naturally, caltrops thrown on the ground that force anyone in it to roll a Reflex save vs Traps every round they stay in it. The paralysis itself does not last very long but it will be reapplied over and over until the target moves out of the vicinity. So unless you have high reflex saves. This does apply to you as well so it’s best used by rogues with high saves or thrown further away from you.
I haven’t had much success with these personally but that’s a result of the shortcomings of my build rather than the item itself. The fact that you can either zone out an area between you and an enemy or simply dance in your own caltrops while enemies step on them makes this a versatile tool for any rogue.
Flashbang
Flashbangs cause a stun and reduce all saving throws by 2. The stun itself is quite short lived and so is the debuff, which doesn’t last long after the stun has worn off.
There appears to be some overlap between Paralytic Caltrops and Flashbangs. The main difference is that the former is countered by Freedom of Movement while the latter is countered by Mind Spell Immunity. Another advantage Flashbangs have is that they can be thrown further than caltrops.
My only experience with Flashbangs is them blowing up in my face. I can tell they’re really good though.
Rogue Feats
I really like the new rogue feats. I don’t know if they’d still take priority over epic feats so realistically you’re only going to take 4 or 5 depending on how you multiclass. So starting the rogue feat progression at level 7 helps with that.
Crippling Strike
Crippling Strike is an extremely strong feat that I would consider a must-have.
Being able to reduce someone’s strength by 2 on every sneak attack allows you to render weak characters too weak to run away and strong characters unable to hit you with their big powerful swings.
There are ways to be immune to the effects, which I think is a good thing considering how obnoxious it is to be on the receiving end of it.
Defensive Roll
Defensive Roll is a niche feat on its own. Usually a killing blow that you would like to halve the damage of is so high that the DC is impossible to succeed. And even then halving the damage might not be enough to save you. It’s also only limited to one use per day for some reason.
A prerequisite for Epic Dodge, which is pretty much the only reason to take the feat.
Improved Evasion
I would consider Improved Evasion an essential feat for any rogue. It effectively halves all damage you would take from spells that have a reflex save. Granted if your reflex saves are high enough you might not see a need for it.
Still, it’s also a prerequisite for Epic Dodge so it’s a no-brainer for any dexterous rogues.
Gruesome Technique
This is probably a niche feat. It has no practical use in PvP since the effects won’t occur until after someone has died.
In PvE the fear effect is easy enough to spread among groups of enemies. They don’t run away like I initially thought but the fact that the debuff lowers saving throws allows you to make better use of other tools at your disposal, such as grenades. Presumably fear does more than that but I don’t know for sure.
A mention in the feat description that this feat scales with the Intimidate skill would be helpful to anyone picking it during level up.
Signature Weapon
I’m not sure if this feat has worked since release but on paper +1 attack bonus and damage is always welcome, and +2 intimidate synergizes well with Gruesome Technique.
I’m a little confused as to why you get to choose your signature weapon by using the feat instead of picking the weapon when you took the feat. The fact that you can switch your signature weapon at any time seems to contradict the very definition of a signature weapon. Unless the signature weapon is tied to one particular item rather than a weapon type.
Skirmish Maneuver
I have not tried this feat too much but I don’t see much incentive to take this feat.
The stealth bonuses are fairly low and are clearly meant to be a small perk on top of the main function of the feat.
That said, I’m not sure reducing the AB penalty of Dirty Fighting from -4 to -3 moves the needle all that much. Besides, unlike Knockdown, the DC is not affected by AB at all so it doesn’t actually make a huge difference in the grand scheme of things.
Opportunist
I really liked Opportunist even before the update. Getting +4 AB is fantastic when enemies often cast spells, drink potions or fire ranged weapons within your reach. It is effectively meant as a counter to Mobility, although I doubt anyone would pick it for that reason.
Overall, a solid feat especially with the hide and move silently bonuses. In fact, it even boosts sleight of hand, which is one of the skills used for Dirty Fighting.
Skill Mastery
Taking 20 on any skill roll is a dream. In practice this is only really useful for trappers. Getting +4 to Open Lock definitely bumps this feat up for me if the plan is to break into quarters. Something rogues are supposed to be good at I imagine.
Slippery Mind
Slippery Mind is in a weird spot. On one hand, if you have high enough will saving throws, you have no use for the feat. On the other hand, if you have low will saves, then rerolling is unlikely to make a difference.
Dirty Fighting
This isn't exactly a rogue-only feat but since it's a free rogue feat we might as well consider it one of the main tools in a rogue's arsenal. I also play a strength rogue so the fact that Dirty Fighting is given for free without meeting the prerequisites is appreciated.
Let’s face it, the old Dirty Fighting feat was atrocious. So it wouldn’t take much to say the new Dirty Fighting feat is an improvement. This feat, however, is incredibly good.
Firstly, the feat description is very informative and provides the players with enough details about the DC formula and what the effects of each variant are. I would say this should be the standard every other feat description should follow.
As for the moves themselves, I like that they’re limited in some ways to prevent every character from being able to use them at all times. It’s a good way to balance the ability and it makes sense thematically.
I’m unsure whether or not each variant should have its own skill rather than one skill that governs them all. Intimidating sand into someone’s eyes seems a little odd. But then what skill would govern a headbutt or a kick in the gonads? I guess in terms of clarity it’s good that one skill applies to all Dirty Fighting variants and it’s up to the player to choose which skill to invest in.
Sand in the Eyes
Sand in the Eyes causes blindness upon a failed reflex save.
Probably the most useful attack because you cannot be immune to blindness and blind targets are vulnerable to sneak attacks. I personally don’t like the look of shields so I like having even more incentive to have a free off-hand.
Pommel Strike
Pommel Strike dazes the target, which isn’t as good as a stun considering you can just drink a clarity potion and be on your merry way. Still, it opens you up to sneak attacks, at least for a brief period and it can be used with any melee weapon.
Low Blow
I feel like Low Blow is intended for ranged characters to be able to create distance between whoever is running them down. Although again not limited to any particular fighting style.
The Slow effect is actually really strong. On top of halving movement speed, Slow reduces the target to 1 attack per round and applies a -2 penalty to AC, AB and reflex saves. However, it can easily be countered by Haste.
Nosebreak
Nosebreak stuns the target and we’ve already established that stuns are great. It does require heavy armour or shield but that’s hardly a downside for most people. If not for Mind Blank and Clarity this would probably be the best Dirty Fighting variant besides Sand in the Eyes.
Headbutt
Confusion is an unreliable debuff to say the least. Most of the time the target will just stand there as though stunned but they might just as well keep fighting you or someone else. Not as good as Nosebreak but you cannot drink a potion while confused so it’s better than Pommel Strike. Again, negated by mind spell immunity.
Conclusion
I think all the new features are for the better and offer more reasons to choose a path you want to follow. The biggest problem at the moment with the new feats is that so many other feats are mandatory for rogues that it is difficult to fit them in. At least two feats tend to go into Epic Dodge and grenades might be too useful to give up. The rest are likely down to personal preference and a couple of the new feats could maybe use number adjustments to make them more attractive over the other options.
Some previous rogue updates like changing Specialty Weapons from rogue weapons to all finesse weapons, while an obvious buff to the class, resulted in an indirect nerf for my own character. It was a shame but ultimately changes like this happen and have to serve the majority rather than the individual. This latest update does not take anything away and only offers more toys to play with.
Overall, I feel like rogue as a whole is in a good place. I like the amount of skills you get when you go for a lot of rogue levels but then I also tend to value skills higher than combat prowess. And it’s still a great dip class no matter what.