Rogue Class [Feedback]

    • Official Post

    Currently following classes are actively getting benefit of this change;
    Rogue/Druid
    Rogue/Warrior

    Warrior/Bard


    All Rogue combo bleeds were also planned to be changed to Poison type in future too after proper tests. Skills you mentioned that are modified by elite skill to gain an elemental theme will be considered too.


    Greetings

  • Please correct me if I’m wrong:

    • Rogue/Druid’s DoTs are not elemental damage.
    • Rogue/Warrior has an elemental damage DoT but does not have + elemental damage as an elite bonus.
    • Warrior/Bard’s Rapacious Poison is not an elemental damage DoT. Even if it was, class does not have + elemental damage.

    I appreciate the consideration of incorporating the elemental theme for transformed skills!

  • To my knowledge Warrior/Bard doesn't have a posion damage increment anymore, since Frenzy got changed to increase 1h axe damage instead. Could you please clarify?

    • Official Post

    You can use any elemental damage booster source (title or supports) to boost damage over time effect. Previously elemental damage boost was only boosting magical DoTs, we changed it so physical DoTs which are tagged as elemental will get same benefit too.


    Greetings

  • To my knowledge Warrior/Bard doesn't have a posion damage increment anymore, since Frenzy got changed to increase 1h axe damage instead. Could you please clarify?

    You can use any elemental damage booster source (title or supports) to boost damage over time effect. Previously elemental damage boost was only boosting magical DoTs, we changed it so physical DoTs which are tagged as elemental will get same benefit too.


    Greetings

    Yes but Warrior/Bard DoT is purely physical and thus does not benefit. Maybe this is a mistake?

    I continue to struggle to find a class which benefits from this change. Even Rogue/Warrior who does indeed have an elemental DoT would rather use physical damage in Badge because not all DoTs of this class are elemental.


    Currently the benefit of the change seems to be purely theoretical which is important too of course to open the path for future change.

    • Official Post

    Rapacious Poison is Poison type and is applied by Blasting Cyclone. Physical elemental DoTs are missing floating damage number colorings which might be misleading, it is also in to do to fix it.


    Greetings

  • Hi,

    after todays patch, instrument sounds and some instance sounds i didn´t hear before were moved into the sound effects volume. Now it can be really uncomfortable to play with a Katana (if you´re using perfect slice manually) because it´s not possible to hear the sound of it sometimes. Would appreciate a solution for this.


    Greetings

    • Official Post

    Hi,

    after todays patch, instrument sounds and some instance sounds i didn´t hear before were moved into the sound effects volume. Now it can be really uncomfortable to play with a Katana (if you´re using perfect slice manually) because it´s not possible to hear the sound of it sometimes. Would appreciate a solution for this.


    Greetings

    Hello


    Only instrument sounds, perfect slice, and some minigame sounds were moved to correct setting. Nothing else was moved.


    Perfect slice was already moved into it's own category under Special Effects.


    Greetings

  • Hello, can you make Assasin's Rage skill (ID:490506) to give us 3x stacks of Perfect Slice buff (1502730) ? A lot of people would prefer katana if you do that. Using Perfect Slice 3 times is really so difficult and sometimes it is waste of time. In this way i believe katana will be better

  • Love the Rogue/Knight but

    Shi id:493261 could this please be a toggle so Katana or dagger could be used, instead of immediately removing dagger viability. Or at least if it would only modify wound attack whilst wielding a Katana. More Katanas would be appreciated as well.

  • Most rog classes underperform in endgame content. Especially in grafu there is no class that can hit properly. In general from what I have observed, Aoe is also very weak. There is no op class that I can compare as this class is good or that class good. I think it needs to be overhauled in general.

    1. General rogue Problems

    First of all, game has evolved to a completely different directon.I assume its pretty clear and not hard to see it.With the integration of the Grafu artefact and the corruption system to the game, it has changed significantly by an every aspects of gameplay.


    • Slow aoe hit.(If your party is full of DPS, many rogues can't even land half of their rotation.)
    • Burst not strong enough.
    • Lots of patk requirement.(means you have to equip patk weapons, especially for grafu that means huge amount of damage lost.)
    • Daggers are useless.(except R/WL)
    • it requires a lot of variables,weapons,macros to perform decent dps(even though its not enough).
    • Affected very badly by gcd changes of titles and robot.


    I would say the same thing about scouts as well, except for S/R, but it seems like you killed it with the latest patch.

  • Regarding rogue in general.
    The new version of Wound Attack does only consume Shadowstab Bleed but not Grievous Wound from Low Blow. Hence it only deals damage twice, instead of three times.


    Edit:

    Shadow Slash seems to deal no elemental damage (or isn't increased by elemental damage buffs - tested on R/D).

  • About Rogue/Mage


    This class was supposed to be an AoE class. Yet i dont see so many people playing it and doing high AoE damage.

    And i feel like this class has better single target damage more than it should have.


    First of all. This is a projectile class and in my opinion people should always spam projectile skills.


    Make and deal Fire damage.

    Make immediately reset cooldown of

    Make deal AoE damage to all enemies in radius 75

    This skill seems to be unnecessary. Make it a 30-second buff that increases projectile damage by 15% with 90 second of cooldown

    And most important of all; this buff shouldnt trigger Chaos Dagger twice, instead it should spread its damage to nearby enemies in Radius of 60


    I think with these changes it will be better class for AoE


    Edit : I know Combo Throw resetting Gusting Blade Rain might be too powerful, maybe you should just change it reduce its cooldown by half

  • Rogue/Mage:

    • Add Fire damage to the rest of spells.
    • Remove Gusting Blade Rain.
    • Embed Gusting Blade Rain to Hell Blades, like an old version. Hell Blades will deal the same amount of damage as Gusting Blade Rain every 3 sec. It might be worth adding pattk buff like 50% or ignoring target defence %, while Hell Blades is up.
    • Add cooldown reduction to Hell Blades for each used projectile by a second.

    Regarding “unnecessary” Create Opportunity, this is a big impact for melee, since it has a stun chance.


    The problem of Rogue/Mage is a lack of physical attack, especially for katana. It has enough aoe spells to deal good aoe damage, adding one more will overload the class with spells. Quantity not always overrule quality.

  • Changing Wound Attack to require daggers, whilst Katana gets spam AOE and its own version of the original Wound Attack feels like a slap on the face with it still negating bleed usage. Now swords can't be used and Katana still feels slow and clunky, and hard to locate til endgame. Admittedly I asked for Dagger but didn't realize I'd lose sword option. Again I am going to try and request Shi be a toggle but I word it a little more precisely.


    That it be a toggle that basically takes R/k into samurai fighting stance modifying (bleeds: all) into light base wit dex modifier and bringing online Katana. Leaving weapon options open and giving Assassin or Samurai play-style. Or even better closer to original R/k and move Katana skills out to Samurai as its own class, considering the heavy focus on it.