Then I´ll share my opinion on the rogue too. Unfortunately, I also have to agree that many rogue classes lack an independent identity.
I build my feedback on Ravinous feedback so as not to name things twice.
Rogue (overall):
- Combo Throw: Consider changing this from 2 -> 4 hits with a 4 -> 6s CD.
Agree.
Informer: Please adjust the critical points or cooldown or change the skill in any way. Because just under 600 critical points for 60 seconds with a cooldown of 5 minutes are pretty low compared to other buffs with a cooldown of 5 minutes.
Still suggest this.
Rogue/Scout:
Overall: Currently I feel like this class underperforms compared to other rogues when Energy Thief is on CD.
True
- Energy Thief (Idea 1): Reduce CD from 2 minutes -> 60s. This brings the CD more in line with elite CDs from other classes.
I like this idea more than the second one, but that`s a personal preference. Personally, I find short-term buffs just more interesting than long-term buffs that are simply permanently active.
Joint Blow: The damage adjustment is nice, thanks for that. Nevertheless, the skill is only useful if you run out of energy. Which doesn´t happen too often with the raid damage and the current content (at least with our guild). Therefore I suggest removing the global CD for the skill in this class combination.
Another idea would be to give the class an element. Currently it is the only rogue class that does no elemental damage. You would only have to see whether this would make too much damage overall, but that could then be adjusted if necessary.
Rogue/Knight:
Nothing to add Ravinous.
But in my opinion the rogue shouldn't be able to use Shield of Discipline. That would be a PvP horror in combination with Strike of Punishment
This could be adjusted for PvP areas. Provided it is possible and not a lot of effort
Rogue/Mage:
- Enlivened Blade: Remove damage reduction per mob hit.
I completely support that.
Gusting Blade Rain: In addtion, I would reduce the cd to 6 seconds.
Another idea would be "Throw" and "Combo Throw" to cause Fire damage as well.
Rogue/Priest:
- Kick: Decrease MP cost from %-based to the same as Charged Chop.
- Holy Surge: Decrease MP cost from %-based to the same as Power of the Wood Spirit.
This is not strictly necessary in my opinion. You have mana potions, buff food, which reduces mana consumption, and there are healer classes who can regenerate mana. With the right group composition, at least I had no mana problems.
- Slowing Poison: Remove 'Poison Bottle' cost from skill, or require 'Poisonous' buff instead, or allow Poison Bottle to stack to 1000. Preferably just change it to require 'Poisonous' buff though.
- Demonstration of Evil: Add 20-30% water damage increase to this elite -- right now there's no reason to choose Rogue/Priest over Rogue/Warden.
Agree
Magic Barrier: Change that you get mana when you make a physical attack and not when you take damage
Still suggest this.
Rogue/Druid:
- Hysteric Vengeance: Increase (double?) the Patt bonus from this skill to make it more competitive with other rogue elites.
- Poison Shroud: Remove the 'Poison Bottle' requirement, or allow them to stack to 1000. Preferably remove the requirement though and just require a 'Poisoned' state.
Agree
- Killin' Time: Increase the physical critical damage to 75-85%
The energy cost of 45 should also be greatly reduced or changed to mana cost. 45 Energy is seldom over for a short-term buff in trash. I would suggest reducing the cost to 10 energy or to 5%? mana cost.
- Slaughterer Blessing: 60s CD for a ~10% heal and 15s physical attack buff feels too long. Please consider reducing CD to 30s.
Personally, I would remove the healing and add a 10-15% physical damage or earth damage increase instead. The CD could be reduced to 45 seconds or the running time increased to 20-25 seconds. Healing should be reserved for the healers or supporters in my opinion
Quick Light Protection: Again, I would remove the healing part and instead reduce the "Blind Spot" CD to 3 seconds.
Earth Pulse: It is currently difficult to match multiple targets with the skill if the mobs are not in the same place and you are inside the mobs yourself. That is why it would be good if the area in which you do damage is changed or increased.
Rogue/Champion:
- Silent Rune Bomb: This skill really sucks to place with a 4s CD and its relatively low damage. Most of the time it feels like more damage just to spam electrocute unless there are more than 4-5 mobs. Consider making this a skill that has a 1s CD with a slight reduction to damage.
- Pulse Rune Bomb: With the above change, I think Pulse Rune Bomb CD should be reduced to between 4-6s and its damage reduced accordingly as well.
Agree
Rogue/Warrior:
Death´s Touch: Instead of Elemental Accuracy, increase Posion Damage
Still suggest this. In addition, I would reduce the CD to 4 seconds and change the cost form rage to energy.
Poisonous Infection: The poison effect should target several targets in the vicinity. The problem right now is if you do the effect on a target and the target dies before you do a "Poisonous Explosion", the mob doesn´t get "Toxic Splash" effect and the skill doesn´t do AOE dmg. And without "Toxic Splash", "Whirlwind" doesn´t make extra AOE dmg. The AOE dmg of the class is not that good anyway and with this problem, you always have to hope that you get all the debuffs on it before the mob is dead. Which, to be honest, is as good as impossible.
Rogue/Warlock:
Ghostly Strike and Soul Stab: Please remove the damage from up to three targets and increase the damage to 600% for Ghostly Strike and Soul Stab without Psychic Weakness and to 750% for Soul Stab with Psychic Weakness. The "area damage" on the skills doesnt do the class that much in trash groups. Therefore I would personally make the class single target and burst class. There are enough other classes to play if you want to do area damage.
Still suggest this.
Increased Dark Soul Assail dark damage increment to 54%.
Reduced Soul Agility duration to 30 seconds, increased cooldown to 90 seconds, increased dark damage increment to 54%.
In my opinion wrong idea, increased dark damage is to low (maybe 75% and cooldown 60 s willl be better
To support my statement above and to make the class combination into a sinlge target burst class, I would suggest adjusting the dark damage increase from "Soul Agility" to 75% and leaving the CD at 90 seconds or adjusting it if necessary in the event that it should be too strong.
If you have read it this far, many thanks and sorry for the long text
All suggestions are just my personal opinion. I look forward to further suggestions from other players.
Greetings and Merry Christmas everyone