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Dev Question: Rogue class Feedback


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#301
Adras_N

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I can honestly say I love this class and all it's aspects, each of the specializations are highly useful in thier own accord depending upon what kind of rogue you want to play. My only true complaint is from when I was wanting to play a trap/bomb heavy rogue with stealth. I'm on the PS3 and can only access the first tier of the radial menu still.

#302
RedSocialKnight

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I'm not that far through the game, but the dramatic difference between the Mage class and the two melee classes is already clear. Mage just feels like a better fit for the tactical combat system because it has so many abilities that affect the whole field of play -- AoEs, crowd control, etc.

What rogues really need for parity in this system is more abilities to affect the overall shape of the fight, rather than just single-target combat talents.

There's ample justification in lore for this with things like a ninja's smoke bombs and so on.

#303
highcastle

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I freakin' love the rogue. It's easily my favorite class in the game, coming from someone who normally plays casters. The rogue is quick, the combat is fun and versatile (for melee anyway), and there's a lot of room for customization in your play style. This being said, I do think rogue archers are terribly underpowered, not to mention that the combat, IMO, just isn't as much fun. There seems to be far more animations for melee, which gives me the feeling of doing more than just standing around. Damage is weak outside of a few select skills, and most of the time I only do ranged damage with spells and ballistas.



Unlike others, I'm cool that lock-picking is a rogue-specific skill. It seems to be pretty self-explanatory for me. Rogues pick locks. And they're dead useful in combat, so why wouldn't you keep one in the party anyway? The only time it gets annoying is in the beginning, should you play anything but a rogue, you won't be able to open anything until you get out of Ostagar. But this isn't a deal-breaker for me. I think most people are just upset that the game lacks the option to bash open chests for non-rogues. I think this could be implemented, but there should be some kind of difference in the loot you get. For instance, bashing open a chest could result in damage to the things inside it, meaning less loot. That way, keeping a rogue around is still essential if you want everything, but it's possible to open some chests without one.



As far as specs go, the assassin is hands down my favorite. Between mark of death and feast of the fallen, it's a must have for any melee DPSer. But aside from that...bard only really applies if you're going to use an archer, since the most powerful perk requires you to stand absolutely still and not doing anything else--pretty useless for a guy in the thick of battle. Also, not so fun if you're the player character and all you're doing is...singing. Just my opinion, though. When I've used this one before, I always then switch control over to another party member so I can go back to having fun hitting things. ;)



Ranger and duelist are pretty much on equal footing for me. I don't really need the extra animal companion, and duelists perks are okay but not great. Assassin is the keeper, and I usually don't even dump points into another spec.



As far as talents go...I always, even with my DPS rogues, go for lock-picking. It's a must. I also love the dual weapon school. The Dual Sweep->Flurry->Momentum->Whirlwind tree is awesome. Perfect for a quick-striking rogue and the AoE skill allows for nice protection for getting out of trouble. Stealth is good, but not crucial for me. Also, rogues get a LOT of class-specific talents. I just feel like instead of four trees, it could have been condensed to three. Maybe merge some from the first two. I never end up using Bellow the Belt or Deadly Strike out of the lower levels anyway, and Feign Death is likewise saved for last and taken only so I could get the Accomplished Rogue achievement. Beyond that, I've never used it. Again, playing dead in the field of battle, similarly to singing, is not my idea of fun. I'd rather risk death for a little longer.

#304
MinosFan

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What do you like and dislike about the Rogue?
I like most things, for it is my favorite class to play by far. Image IPB
In particular: the fast pace of combat, dynamic use of positioning, versatility and melee fatalities.
I also play them because they are the only class set-up to refine social skills quickly and thus play the campaign in any sequence - unlike the other poor classes who miss out on opportunities due to Coercion deficit - but I consider that more of a weakness in design than a strength in Rogues.

The huge number one dislike is undoubtedly their dreadful deficit in armor design - even worse than only having one 'end-game' design is that there are 4+ sets of it and they're all freakin' blue! Blue isn't even an obvious color for (baby) dragon skin!
Weapons are also very samey in appearance, for that matter.
The Deft Hands tree seems out of place in light of skills (I mean there's a skill you level to make & detect traps but you need a separate talent to disarm them?), unless it's intended to be a 'talent tax' to compensate for getting extra skills.
Talking of talent taxes... what's up with Lethality? When designing a Dexterity & Cunning centric class, just give them weapons that run on Dexterity and/or Cunning - feels entirely artificial to slap on modifiers tied to unnecessary stats then make players spend talent points arrive at would have been the obvious starting point.

Is there anything that you feel that is underpowered or overpowered on the Rogue?

If I'm honest, the class itself feels kind of over-powered; Mages have different combat strengths & weaknesses but fewer skills, Warriors seem much like Rogues minus the skills and suffering horrible stat distribution pressures in return for 3-4 useful but entirely unglamorous aggro mechanic talents - on top of which Rogues have the unique inherent ability to disarm traps and they're the only ones with Cunning to artually utilize the skills which other classes have rather pointless access to (e.g. stealing and traps).

Underpowered... I guess Archery has a fair bit of dead weight for both classes.
Ranger seems rather underwhelming in its design, notes below.

What are your favorite Rogue specializations? What are your least favorite?

Assassin is my favorite; it's awesome before you even put points in it, and when you do it's chock-full of complementary passive goodness!

I like Ranger, but the design is fairly underwhelming beyond the first point: no obvious need for 3 pets of seemingly comparable combat ability, with the only obvious differences being the bear is a pain to use in confined quarters and the advanced wolf & spider abilities aren't as good/any good against the unliving.
Could have just had wolf as the only summon and used the other slots to add interesting passives (including new talents for it), activated modes for it (e.g. tanking, backstabbing, disruption) or activated attacks.

Duelist is respectable, but so low key I only consider it after Assassin is taken and Ranger & Bard have been considered.

Bard is probably quite powerful, but it just doesn't excite me; on Leliana - or a player chaarcter if I were so inclined - I just go as far as Song Of Valor for the tiny mana/stamina regen.

What are your favorite Rogue talent trees? What are your least favorite?

Assassin!
The Dirty Fighting line I quite like, accept for archers.
The Below The Belt line I quite like, though I stand by Lethality = talent tax.
The Deft Hands line = talent tax also, cannot really consider it in terms of like/dislike - it's just where talent points have to go.
Stealth interests me, but I always prioritize behind the compulsory & combat lines - so I haven't actually had a stealth character yet (would have to have a 2nd Rogue in party permanently to take up the Deft hands slack).

#305
Ratsneve

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I'm just restarting the game clean with a new character--the Rogue.  I have some very general questions / thoughts / input that might be helpful and which I would like feedback on in return to make my second pass through this game as a Rogue much more enjoyable.

My first character was a Mage.  I never managed a good job with the party AI/Tactics throughout the game in Easy mode.  I found it somehow difficult to use/understand and I found the battles at higher character levels very long and difficult.  As a result I resorted to using a Trainer which totally solved the problem of dying and replaying and dying and replaying.

In order to actually play through the whole game again as a Rogue now I want to do something different.  I don't want to resort to using a Trainer again.  I am still playing in Easy mode too.  I need some guidelines on how to do this successfully ??  If I resort to cheating I will quit the game and may not bother playing Awakening when it comes out.  Good games shouldn't require any cheating.

Will this mean that some battles are not doable?  Or will playing a Rogue with the correct party of three others still mean I will kill the dra... (all) baddies including the final battle?

1.  One basic question is whether it would matter as a Rogue if I Automatically level up or not?  Likewise can I set all my companions to level up automatically or is this a very bad tactical problem ??

2.  Trying to get companions AI to work as a Mage I just couldn't get it right.  I would LOVE to figure out how to manage this properly so I could more less enter a battle and sit back and watch that all the action goes properly and no one in the party is just standing around doing nothing and that as soon as someone drops below 50% health they get healed up  !!  I know that this means that if the Mage is getting attacked I may need to redirect the battle to protect him/her and that sort of thing.  How do I set up successful AI Tactics ??

Thank you.  I hope posting these questions here will be helpful.  If not I hope this will be moved elsewhere or directed to appropriate sources of information.

#306
Setz69

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Rogue was also my favorite class. But I hated the severe lack of rogue like gear. Plate helmets and leather skirts don't mesh well :(



Aside from that, Xbox 360 version anyways, I hated that I couldn't use doors while stealthed. It totally takes the point out of stealthing and that my character would engage combat on stealth.



2 Favorite trees were duelist and assasin, but bard was sweet aswell.

#307
Anomaly-

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As off-topic as it may be, I can't help giving advice.

Ratsneve wrote...
In order to actually play through the whole game again as a Rogue now I want to do something different.  I don't want to resort to using a Trainer again.  I am still playing in Easy mode too.  I need some guidelines on how to do this successfully ??  If I resort to cheating I will quit the game and may not bother playing Awakening when it comes out.  Good games shouldn't require any cheating.


The game certainly doesn't require any cheating, especially on easy mode. Rogue is not a difficult class to play (well, none are really), all you really need to do is focus on keeping your damage at its highest. This means backstabbing. Have your tank draw aggro, then simply position yourself behind and backstab away. If you are forced to fight someone face to face, use a talent like Dirty Fighting to stun them, then quickly move behind them and backstab away. You can also invest in poisons for more damage and the odd effect, but its not really necessarry and would require you to sink a decent amount of money into it. To help your tank with drawing aggro, you can set up their tactics to use Taunt by selecting on self -> use ability/activate mode -> Taunt (or something similar). As for stats, you will want to focus on dexterity and cunning. You may want to invest a little in strength early on, but you will want to pick up Lethality as soon as you can so you can focus on the cunning you've built up and disregard strength.

Will this mean that some battles are not doable?  Or will playing a Rogue with the correct party of three others still mean I will kill the dra... (all) baddies including the final battle?


In all honesty, no battles are undoable with any party, especially on easy. Just keep the roles of your party members in mind when choosing their skills and setting their tactics. I trust you are also aware that you can pause combat at any time to give orders to any of them.

1.  One basic question is whether it would matter as a Rogue if I Automatically level up or not?  Likewise can I set all my companions to level up automatically or is this a very bad tactical problem ??


Yes, it does matter. Generally speaking, you want to manually level your party and select their skills so you can cater them all to the way you fight and best complement eachother.

2.  Trying to get companions AI to work as a Mage I just couldn't get it right.  I would LOVE to figure out how to manage this properly so I could more less enter a battle and sit back and watch that all the action goes properly and no one in the party is just standing around doing nothing and that as soon as someone drops below 50% health they get healed up  !!  I know that this means that if the Mage is getting attacked I may need to redirect the battle to protect him/her and that sort of thing.  How do I set up successful AI Tactics ??


It all depends on who you use in your party and how you like to fight. You can set any of your party to use certain abilities under certain circumstances. For example, you can have your healer heal as soon as a party member drops below whatever % of health you want. You can also have your tank/damage dealers intercept an enemy that is attacking your mage/healer. Its a pretty easy system to figure out, just play around with it and see what works best for you. One good idea (especially since you're on easy and friendly fire is not a concern) is to pause combat as soon as it starts, select your mage and drop an aoe (blizzard, fireball, earthquake if you're using Wynne) on the incoming enemies. This is a good way to give yourself a head start in any fight. Also, you'll want your damage dealers focusing on the enemy's mages first for the same reason.

Like I said, just build your party up the way you like and play around with their tactics to see what works for you. Good luck.

#308
Maferath

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edit - nvm

Modifié par Maferath, 28 janvier 2010 - 02:19 .


#309
WilliamShatner

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Unless I missed them I'm pretty sure there wasn't any rogue-like clothes in the game ie, hoods, capes etc...



Rogue should be able to dress up like Errol Flynn or a ninja.

#310
Allison W

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I'd like some rogue-like clothes, too, especially considering my rogue's Strength is 10 (before magic items, at least) and it's looking like she's never going to get out of her Chasind Robes short of dropping the cash on Robes of the Witch.

#311
Haplose

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MinosFan wrote...
The Deft Hands tree seems out of place in light of skills (I mean there's a skill you level to make & detect traps but you need a separate talent to disarm them?), unless it's intended to be a 'talent tax' to compensate for getting extra skills.


From what I understand, the Traps skill doesn't actually help you detect hidden traps. It's only use is trap-making.

I do agree the Rogues are a bit Talent-starved though. But it's mainly because they have lots of excellent Talents and that is in principle a good thing.

Modifié par Haplose, 28 janvier 2010 - 08:08 .


#312
DEANO2K

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Just like Mages cast spells, I would like to see something like Stealing or Lockpicking simply be a hard-wired rogue special ability that doesn't require a talent point... maybe have it relate to your Dex or Cunning. Save that skill tree for something better.

I'd also like improvements to the Ranger specialization in general. Right now, it could be a Warrior or Mage specialization just as much as it is a Rogue specialization, since all it really gives you is a pet.

Modifié par DEANO2K, 28 janvier 2010 - 04:01 .


#313
5Warlocks

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Rogues are, probably, the most overall polished class in the game.  Even without a combat log, most optimization-minded players realize intuitively that Rogues deal more single-target damage than any other class in the game, despite many less-informed members of the community believing that Mages do more.  The DA:O Rogue model is more like the WoW model (high DPS, Vanish, stunlocking) than the D&D model, but this isn't a bad thing.  Bioware seems to have realized that in a system where the party size is four, not six, everyone needs a strong and discrete combat role, and Rogues' is both readily apparent and fun to play: they hit things so hard that they die.

The Good:
1) Lockpicking and trap-breaking are not essential to completing the game.

It may seem odd to include this as a positive bullet point in a discussion of the Rogue class, but it really is in numerous ways.  In fact, I think this was overall one of Bioware's wisest design decisions.  Lockpicking gives you extra gold, very occasionally some useful loot, and helps you complete a few quests.  That's it.  Trap-breaking makes a few areas and encounters easier, but is never necessary.  And it's great!  Four party slots and diverse companions means that not everyone will always want a Rogue, for either RP or party composition experimentation.  So many ways to build a Rogue means that there won't always be room even in a dedicated Rogue build to handle locks and traps (looking at you, Zevran).  Even though I tend to play Warriors more than Rogues and plan to take my favorite of that class into Awakening, this is the single aspect of the game I urge Bioware to continue handling the way they did in DA:O.

2) Specializations are well-balanced and fun.

All four Rogue specializations are powerful and enhance a Rogue's damage dealing role.  Assassin stands out as the specialization almost all well-optimized Rogues will take, but Bard is great for buffing a melee-oriented party, Duelist adds more personal DPS, and Ranger provides a worthwhile summon.  Some players who haven't tried Ranger disparage it, but I recommend using both Dog and a Spider sometime, and overwhelming two enemies in every pack, both spellcasters when you can get away with it...

Point being, both of the other classes feel a bit lacking compared to the Rogue in this respect.  Mages have obviously 'overpowered' (Arcane Warrior, Blood Mage) and an obviously underpowered (Shapeshifter) specialization.  All of the Warrior specializations are okay, but none of them have as much influence on the character as a Rogue's do.  I think it's telling that Templar is chosen mostly for its unique equipment choices and not because of any of its abilities.  For Awakening and beyond, my advice would be to look at what you did right with the Rogue specializations, and try to bring the other classes more in line with them.

3) Damage.

What more needs to be said?  It's fun to spam 100+ backstabs.  Image IPB

The Bad:
1) Gear selection feels lackluster.

I think it's fair that Warriors have more fun with equipment than Rogues or Mages.  Warrior classes have traditionally had their gear dependency as both a weakness and a strength, starting out slowly, but becoming extremely powerful once equipped in higher level gear.  Dragon Age preserves this feel and I personally have a great deal of fun with it.  What ought to be fixed, on the other hand, is Rogue gear feeling a bit afterthought-ish.  Their best helm is the Helm of Honnleath from the DLC--there's no leather equivalent.  Even if there was, it would probably look just as silly: there needs to be a more diverse selection of lower-tier armor models.  Moreover, Warriors have several sets of viable gear to use depending on the build you're going for.  Gearing a Rogue can be essentially boiled down into a WoW-style list of "Best in Slot" items, and unlike the Warrior version, there's little to no flex room.

Awakening will probably resolve this somewhat by default due to a bigger pool of endgame-style gear.  I only feel it bears pointing out for the (hopefully inevitable!) full sequel.

2) One little thing about Stealth...

Due to how DA:O handles area and plot transitions, you can skip several areas of game content by parking all of your party but a max Stealth Rogue at the entrance, sneak to the exit or transition point, and then either "Gather your party and venture forth" or trigger a cutscene and magically teleport everyone to your side.  I'm not sure how this bit of cheese could be fixed within the game system, but if it can be, it should be.  DA:O is a game that starts out difficult but is quickly mastered by a smart player; this was one of the highlights of the game for me, where my first playthrough on Hard was borderline maddening at times, but my second playthrough on Nightmare saw the world made my oyster simply through greater knowledge of game and character mechanics.  Now I can coast through Nightmare with few reloads with any class, and any lower difficulty feels like cheating!  I know several players who have failed to make that transition due to saying "well this section is too hard" and abusing the aforementioned oversight--and their DA:O experience has been cheapened compared to mine as a result.  It's really for that reason only that I think this issue should be addressed, as no serious player would utilize it anyway.

Conclusion
Rogues are awesome and need few changes in Awakening or beyond.  Comparatively, I think Warriors could use a little bit of polish, and Mages need a round of class balancing; Rogues are fun, balanced, and feel powerful to play.  In fact, since I absolutely will be taking my Templar into Awakening, my main concern is that the Rogue NPC had best be as entertaining as Zevran, because there's also no chance I won't be bringing one along with me.  Image IPB

Just look into that stealth thing, okay?

Modifié par 5Warlocks, 28 janvier 2010 - 06:07 .


#314
Ratsneve

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[Frustrations playing a female human noble rogue duelist posted in another thread for your consideration]

But can I run a 'successful duel-weilding rogue as a successful archer rogue too?  That's the whole point of this isn't it?  I'll be spread to thin and won't be good enough in the really big battles at either--so I'm drawn to using the trainer again and the character development will be permanently wrecked?  I'll also be pausing a lot more in battle changing the weapon set and changing the AI tactics?  I don't want to use the bow with melee tactics.  Now, if the AI automatically changed from melee to ranged tactics that would be nice?

Well, I just read through the Tactics section of the manual and didn't learn a thing about why one or more tactic lines are in red while a third line is white?  If I change a preset tactic but don't save it does it revert back to its default or stay changed?  How can I return a preset tactic back to its default preset?

I know I can automatically level up but I can't trust that process not to waste points on something I'm not interested in developing--like setting or making traps when my Rogue is never planning to use them.  Automatic leveling-up AI might be nice but it doesn't exist--does it?  Also, if I need to start using Momentum I need to direct points to that end asap and not who knows what?

Right now the PC is ready to apply points leveling up to 3 but is very very weak understanding combat and tactics and AI and how to effectively direct a party.  Right now I feel like I'm on the same path I took the first time I played DA where to "make my life easy" (I don't like dying and replaying and poking around with this and that) I'll employ a trainer again and can stop worrying about the strategy.  But if I do that then there is no point in replaying the game--except--I'd like to end up queen this time so the replay is interesting but it is all about strategy too.

So far I've found a guide describing how to build up a character and I've read a little into a walkthrough describing what to do where.  What I haven't found is a tutorial taking me through all the missing mechanics...what order to put the party in; how to move the party around; free movement; how tactics are set up initially and how and when to change them; when you start a battle with the whole party selected they focus their attack or support on what the PC is attacking but are they using their own AI or do they only use their AI tactics if they are free to attack or support what is set up in the AI Tactics...

Right now I think DA does have a deep story and a lot of interesting things to do in it and I think it is an RPG game too but I think more then ever that it is also too much a strategy game and too much bent on using strategy.

Does anyone know if I bought the published ~$20 guide if it would describe how to fully manage a female human noble rogue duelist to reaching the throne as queen?  Otherwise I think this replay I'm in has too steep a learning curver for me to much more enjoyment from the game then I already have.

#315
max787

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I did my first playthrough as a human noble rogue and loved every second of it! great class!

What do you like and dislike about the Rogue?
Dual-wielding...obviously, assassin, duelist and bard are all great specs but i thought that ranger was dissapointing and largely useless for a mélée rogue. another criticism i have is the lack of variety in leather armour design/appearance.....its all very bland! I also feel that lock-picking should be a rogue-only SKILL, not a talent.
despite the above critiques the rogue is my favorite class and i would gladly play it again!

Is there anything that you feel that is
underpowered or overpowered on the Rogue?
I don't think that anything is really overpowered but traps were dissapointing...

What are your favorite Rogue specializations? What
are your least favorite?
I loved assassin, bard was handy and duellist was good for defense.....ranger seemed kinda rubbish for non-archers though...

What are
your favorite Rogue talent trees? What are your least favorite?
i liked all of the trees except lock-picking...i think that it should be a skill...

Suggestions: Lock-picking changed to a skill
                         An archer specific specialisation
                         More variety in leather armour design
                        
Max

#316
Allison W

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I can empathize with the desire to change the Deft Hands talent branch to a skill tree, too. Admittedly, skill points are a little thin as it is, but with the coming of DA:A's increased level cap and probably more available tomes, I'm sure it will improve somewhat.



My beef with rogue armour isn't the leather armour so much as the clothing. I know rogues are kind of "supposed" to wear light armour, but some of us actually avoid putting any points in Strength and would kind of prefer there be some torso-slot clothing items geared towards rogues (i.e., more Defense or dodge--the Chasind Robes are good in this regard, and I use them for my rogue; crit/backstab bonuses, Dexterity/Cunning/Willpower boosts, that kind of stuff). That way, there'd be a meaningful decision between whether you want armour at the cost of fatigue penalties or to forsake armour in favour of a lower fatigue penalty and better evasion and special bonuses.



As far as specializations go, both the rogue and the warrior need archery-specific specializations. I could also see the ranger specialization being made available to warriors as well (maybe even mages--it has very non-class-specific flavour and mechanics), though I'd keep duelist rogue-only.

#317
wanderingboxer

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I like that they are the strongest melee dps, I dont like that their description in the character creation does not indicate that they are so strong.

I felt rogues were just about right with balance, I just wish DW warriors were stronger to even things up a little

Duelist, mainly for aesthetic reasons, I also love assassin.  Bard is my least favourite, but its not awful

Dual Wielding is my favourite tree, but I have to mention the lethality talent its fantastic. I do not take any non-combat talents.

I just want to mention that the duelist was the exact style of character I wanted to play, I loved it.  At first I was expecting the warrior class to have that kind of specialisation. Coupled with the assassin it made me very happy

#318
Frozeal

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Rogue needs more cowbell

Modifié par Frozeal, 29 janvier 2010 - 02:33 .


#319
Yriss

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What do you like and dislike about the Rogue?

Ever since playthrough number X of Baldur's Gate II, I've always played a rogue character because no other classes could disarm traps, lockpick, steal, etc. So, naturally, in Dragon Age, I've played as a rogue first and I love it. Love it much, much more than their equivalent in Baldur's Gate and the Neverwinter Nights series. The reason is because now I actually have to pay attention to how I play. Before, I could just rush in head first like a warrior and without really thinking about it and be fine. In Dragon Age, however, I can actually see the real benefits of standing behind an enemy and backstabbing.

Likes:
- Lockpicking (I cannot leave any chest unlooted!)
- Disarming traps
- Backstabs
- Momentum + Backstabs
- Perfect class for Coercion (it's just the way I play) given the Cunning

Dislikes:
- Armor models : Cleavage on females
    I really like it when my character looks sexy and attractive... but there certainly are ways to make armor that is sexy without revealing boobage. Any warrior worth their salt would go straight for the critical exposed area and run their sword through my chest. (The "push-up" effect also looks a bit odd) Having the chest area actually covered would allow for the outfit to more seamlessly join with the choker or necklace thing. By all means, keep the bare mid-rifs and the low-cut armor... but please add some GOOD light armor that covers more while still looking attractive.

- Armor models : No pants
    Some light armor sets don't give you pants. I remember after Zevran's failed attack on my party, he was lying on the ground, telling his whole story, and all I could think of is, "Where are his pants? His naked thighs are distracting." The pants are a lie. Even with the awesome Felon's Coat armor, I at first thought that I had no pants on because they were beige. Sexy black leather, anyone?

- Head gear
    I wear the Helm of Honnleath, but it looks out of place given my leather armor. Hoods would be nice. The current leather helms look silly... but probably realistic? But then again, the light armors aren't really realistic looking (see the two points above about cleavage and lack of pants) anyway, so why stop there?


Is there anything that you feel that is underpowered or overpowered on the Rogue?


There are things that I use more, and things I use less... haven't really given much thought on whether it's because I felt they were under/overpowered or whether they were just better (or not) suited to my play style. To each their own?


What are your favorite Rogue specializations? What are your least favorite?

Favourite : Assassin. All the talents help turn you into a tool of destruction. I like being a smooth-talking death dealer.

Least favourite : Ranger.


What are your favorite Rogue talent trees? What are your least favorite?

There are no full trees that I love or hate. It would be more accurate for me to say that there are certain talents that I underappreciate.

Dirty Fighting Tree - > Love Dirty Fighting (1st talent). The next two are Passive, so I don't notice as much their influence. I never took Feign Death.
Below the Belt Tree -> Took everything, love Lethality, but practically never use Below the Belt and Deadly Strike.
Deft Hands Tree -> Took everything, love unlocking every chest and door I see.
Stealth Tree -> Didn't use it much, because I prefered spending my points on other things. Took only one rank on my main character.

These are not Rogue-specific, but dual-wielding rogues are pretty popular so...
Dual-Weapon Training -> I always take everything even though I have no intention of wielding long swords in both hands.
Dual Striking -> I took everything the first time I played, but never really used it much. I would probably skip this tree next time... just not my play style.
Dual-Weapon Sweep -> I took everything the first time I played, but I didn't make too much use of Whirlwind. Maybe because it was among the last talents I picked so I wasn't used to it? Momentum is awesome.


Random comment:
The daggers are huge!

Modifié par Yriss, 29 janvier 2010 - 07:20 .


#320
radtz

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What a Twist wrote...

Least favorite spec(s):
Ranger, easily. Not only is this nearly pointless, but you would be a fool to even think about passing up any of the others, for nothing but a pet.
 


That quote really suprised me.  To me the best, most over powered talent is Ranger.  A poison spider cost almost no stamina and is a total tank that put out more damage then any of the warriors in my group.  It never even died in a battle.  In fact, I stopped using it beause it took so much of the challange out, it felt like cheating.

Rogue is my favorite because of the attack speed and lock picking.  Oh yeah, and Ranger.

#321
Ramante

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I like ranger for one simple reason I like wolves. (good reason, I know) I only summen the (blight) wolf and never the bear or spider.

Rogue is my most favourite class, my only finished playthrough was as a rogue.
Had more fun playing as a rogue than playing as a warrior or mage.

Modifié par Ramante, 29 janvier 2010 - 08:07 .


#322
CrillanK

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Likes:

All specializations are good.
Great damage as melee.
Poisons are useful and fun.
Traps are useful and fun.
Lockpicking is useful and fun.
The rogue skills are all cool like sneaking, backstabbing, feign death etc.

Dislikes:

Not enough daggers and armor to choose from.  The gear for all classes is too similar in stats.  It's rarely obvious which weapons or armor are the best.  That or they're too specialized like the Drake armor.  It's great for fire protection but lacks pretty much everything else.  Several daggers have the same damage but different bonuses.  None of which clearly outshine the others.

Summoned ranger pets often get locked out or left behind because of a scene transition i.e. Broodmother.  Pets get locked out and you have to resummon.  Same happens for mage animate dead.

Tactics AI never forces a rogue to fight from behind if possible.

What are your favorite Rogue specializations? What are your least favorite?

Order of best specializations is Assassin, Duelist, Bard, Ranger.  Not that Ranger is bad, but I like doing lots of melee damage.

What are your favorite Rogue talent trees? What are your least favorite?

They're all good except archer.  Poisons are always useful and fun to use.  Traps are extremely helpful but are way underrated.  I think people need to try traps more often and they'll see how strong they really are.  I love dual weapons of course.  You need two weapons as a rogue.  Lockpicking is always a rogue favorite.  Sneaking is always a rogue favorite and is done really well.  Feign death is a great "Oh Sh*t!" skill to save your party from failing.  The other rogue talents are useful as well.

Archery simply falls way short of useful.  It only has a few skills that are useful and the rest is wasted points.  Arrow of slaying is great but you don't get it right away.  The group stun is useful but makes lots of enemies hate you.  The normal arrow damage is too weak and misses too often to compare to standard weapon damage.  The skills take waaaaay too long to fire off and have too long of refresh time.

#323
partench

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'What a Twist wrote...

Least favorite spec(s):
Ranger, easily.
Not only is this nearly pointless, but you would be a fool to even
think about passing up any of the others, for nothing but a pet.'

That quote surprised me as well!  I am playing throught this game slowly, for my first time.  My main character is a Rogue with Ranger specialization, and yes...the main point of it is nature bonuses or defenses, and the animal summoning.  For me, the animals have been fantastic!  There were so many uses for them:
*tank
*chase down enemy archers and mages
*run through areas that you suspected were trapped
* lure bad guys back to your party waiting to ambush them (cloak and shoot)
* and many more.

The summoned creatures are no pushovers if used right, especially the extra strong bear and poisonous spider.  Even at late stages in the game (where I am at) the wolf is still ok, and fast. They also add in that extra element of melee combat and extra members in a party to take damage for you.  This allowed me to chane the whole composition of my party more flexibly.  Finally, the stronger versions of the animals get custom tactics...if you use ths properly, the large bear and poison spider can maul the heck out of oppoents with overwhelm.

Overall, I like the rogue and ranger specialization.

Of all the characters I have had in my party, my rogue has been VERY well rounded and VERY helpful when I mix in the lock picking ability, finding and removing traps, and poison making.  I am ranged by the way, not melee based, which I think helps me even more when I summon a melee animal as a ranger.

#324
spectral8

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 My fist playthrough is with a rogue and it has been really hard.
After reading on this forum, I started a mage and found that to be far, far easier overall.

I like the backstab and the speed of the rogue, but it's a weak class in this game.
I think there should have been some assasin items to find or buy as well.

#325
catelee2u

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I enjoyed the rogue greatly and it's my favourite class across games.

In Dragon Age I'd have liked for more rogue solo missions where stealth could be effectively used without your party warping in on cutscenes when you left them a million miles away (although for plot reasons I guess this is necessary in some areas)

I loved the missions handed out by Slim and it would have been fantastic to join the crows or a thieves guild of some sort but perhaps this was thought too cliche.

I liked how lockpicking, pickpocketing and untrapping/trapping worked and they were excellently implemented as well as stealthing which was quick and easy.

I'd love some sort of rogue special DLC with special missions for thieves of all types and assassins and espionage.