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Bir çeviri sorunu bildirin
For me I played most of the time cleric and had rarely any rogue that could kill me. 100% with the smoke bomb , one time used against me but the effect was rather short and I could catch up fast
Another recommendation I _might_ say needs to be changed - The dagger damage for rogues is horrid. Once you have a blue/purple it obviously no longer matters, but it can make the come-up exceedingly difficult when you run into a stretch of bad RNG on loot/merchants and continuously get your ass beat because you don't at least have a blue dagger/rapier.
P/S/ invis potion is infinite as far as i know (from my experience) and does not break when somebody body slams you (but i might be wrong ) . didn't have enough resources to test
Then you either get carried by your other 2 teamates or you go for the weakest link in the enemy group like a wizard/ranger/another rogue.
But if the enemy group consists for instance of a cleric, barb and fighter or cleric, barb and ranger, you are ♥♥♥♥♥♥, it's like shooting a handgun at a tank, while everyone - the fighter, the barb, the ranger can 1-2 shot you.
So yeah rogue is a great chest opener for monetary value and fun to kill noobs, but for endgame against strong groups, he's literally the most useless class.
Not to mention the new ghost boss is for some stupid reason made primarily for ranged damage, so there it will really hurt having a rogue in the group.
And in my opinion, throwable knives shouldnt be consumed on use, they should have infinite use and many quality levels, just the delay between using them should be a bit longer.
The base damage of all daggers should be higher or you should be able to attack with both if you have two and do slightly more damage.
Agree on the daggers, it felt kind of silly to equip 2 daggers but you could only attack with 1 at a time...why would I do that? lol
I feel like having 2 daggers equipped should change your attack combo into a 5 hit quick attack with both daggers. So you sacrifice move speed for extra damage and combo hits.
Since this is just a big kill player and take his loot game, makes sense that Pickpocket can be a non-combat way of stealing loot.
Also needs to be able to climb walls like Garrett in thief 2 or like in elder Scrolls daggerfall
Hide... Maybe make it last longer
If they are staying faithful to the dungeons and dragons rogue experience. I would like to see some kind of dash or dodge ability.
Overall I believe the rogue should not be buffed to be good at direct combat. Giving them god tier daggers isn't the answer in my opinion. They can stab very quickly - giving them 50 damage daggers would be insane when they can hit 3 times in 1-2 seconds - and have +100 or +50% damage modifier skills.
In my humble opinion, rogues should be built as sneaky, fast, low-med damage hit and run fighters. You poison, stab a few times, distract and hide. Then you do it again from a new direction - killing groups 1 by 1 by catching stragglers or ambushing solos after harrassing them for a few minutes.
Rouge's apply damage over time through hit and run, poison traps, bleeds, and ambushes. Then finish their prey when they are weakened.
If they added the noisemaker item idea I had for rogues. A rogue could effectively act like a "dungeon master" setting low damage / annoying traps, aggroing mobs onto enemies, misdirecting players with noise manipulation, door smoke traps for ambushing and chaos causing, and then finally ambushing for a kill or two.
All of those items do low-med INDIRECT damage over time. But aren't so powerful that they don't give a well organized group a chance of survival. A smart rogue could dismantle a group of 2 or 3 by himself with smart use of these items over the course of 2-3 rooms of harassment and well positioned attacks.
You can't just make rogues play like fighters and barbs and left click for damage. What is the point of a rogue if they play the same as those classes but have a lockpick and hide ability? It's not unique enough. So far, they're doing a good job, but rogues need more tools to augment their lowish damage / armor.
Ok so what about ranger and fighter having 70 damage bows then? Is that not OP? Compared to 15 damage throwing knives you have to refill?
They need some kind of boost, they shouldn't be so weak that they still need to land 2 headshots on a skeleton to kill it while wearing legendaries. They shouldn't be so squishy that a barb 1 shots them.