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Dev Question: Rogue class Feedback


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#201
MishenNikara

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A lot of my responses are based off page 1, but because things get a bit redundant after that point...

Mavkiel wrote...

Rogues have many interesting skills. Having to invest points in lockpicking/stealth/placing-disarming/ traps/posion is point consuming. Yet those are the very skills people think about when playing a rogue. Perhaps some of those trees could be combined.


This would be easily fixed on Bioware's part.  Combine Stealth/Device Mastery/Trap-making/Stealing into Theivery skill (not talent), sort of how D&D 4.0 combined sooooo many of the 3.5 rogue skills into 2 main skills. Considering rogues already need combat expertise, and pretty much everyone needs coercion, it wouldn't hurt to combine all these things.
...Or just give rogues more skill points in the skills tree.  Worked for 3.5 anyways.
(I realize I'm mentioning d&d alot, but it's fitting)

What A Twist wrote...

Dislike:
The lack of interesting gear, there are so many great
patterns and looks for heavy plate armor, but leather has none that I
can think of in terms of unique patterns. The class when ranged, simply
misses too much. Missing doesn't really stop you from getting through
the game, but it does drive me nuts.


OMG yes....I could get every single warrior and my arcane warrior into top tier heavy setsof pure win, but there isn't jack for rogues except for the 2 drakeskin sets.
I never noticed much accuracy probs with my rogue, but I had really piled on the dex.  Either way, from what I can tell archers are more meant for burst DPS, vs the more consistant dual-wield dps.  A good arrow of slaying can shut a mage up really quick.  I suppose I'm the only one who didn't see too many probs with archery builds.  A little buffing wouldn't hurt, however.
Ranger build still = completely useless though >.>

MonkeyChief117 wrote...

. . . apart from the fact that only rogues can open locks/ disarm
traps, meaning i have to take Zev/Lel with me wherever i go if i want
to experience the game properly. Considering there are so many
characters, wasting one of my 3 slots with a rogue limits your
experience of the game. Why the hell are there only two rogues in the
game and about 25 warriors? It makes no sense.


Well, you also pretty much HAVE to have a tanky type, and pretty much HAVE to have Wynne, or a whole lot of potions if you want healing.  And Lel/Zev can bring nice dps, something you also pretty much have to have.  By the time youre done, you almost have to have at least 1 of each of the 3 classes.  classic RPG party building.
It's accepting that fact or allowing bashing of items (and to still make you think twice about having a rogue, you can give chance to broken items like NWN2).

Feraele wrote...

I find on every playthrough on Origins no matter which Origins ..the
locked chests assume that you play a rogue, and certain areas are
blocked impassable after a large game event, such as Ostagar for
instance. So can you guys lower the ability level on those chests, so
for instance, Daveth could open whats there? hehe. This has been
bugging me for awhile now hehe.


This I actually agree with 100%.  Even after Kocari and Ostagar, there seems to be a bell curve in lockpicking difficulty until you hit the 3rd in the line, even with Leli/Zev

bconk55 wrote...

3. Play in heavy and/or difficult combat feels like micromanaging:
since rogue is easily automated and mage is not, during my rogue play
through, I found myself doing more with my mage (Morrigan) than my
rogue during difficult encounters. I would switch to my rogue to place
him behind the target, which, over time, feels more like micromanaging
him than playing him.


Same in NWN2, but I think that's kind of the point.  You're not just the hero, you're the whole party.  Would be nice though if you could stack multiple commands on a char (in NWN2, you can queue up to 4 spells/commands at once).

Seagloom wrote...

My least favorite is assassin. It's a straightforward DPS aiding class
for the most part. To be fair duelist is not much better, except it
skews towards defense instead.


That would be the whole point, but after years of EQ2 it feels like the norm.  Assassins ONLY dps and bring NOTHING to the group/raid.  Swashbucklers did straightforward dps with slightly better defenses.  Troubs/Dirges sacrificed a lot of DPS to be amazing buffbots that you can't do without.
To start putting a bunch of group buffs on assassins and duelists would just be making more bards.  If you don't wish to sacrifice buffs, but wish to have Zev in group perhaps, you can make a champion warrior, or if youre playing the rogue, make Alistair's/Sten's/Oghren's second specialization Champion.

QuiTamGogh wrote...

Dislike -- I don't feel that the game really calls for rogue-ishness. 
If I didn't need a rogue class for opening chests, I don't see what the
point would be.  I don't really poison my blades.  I don't really
sneak.  I guess I could but
I've never thought, "Gee, if I could sneak here, that would really
help," or "Golly -- I really should start poisoning my weapons."


Another thing I agree on.  In 3 playthroughs, I haven't felt the need to bother with poisons or traps.

Palathas wrote...

Underpowered:
Bows and bow abilities. Bows can't have runes and sustained enchantments don't affect them and posions don't affect them. Ammo is extremely rare where a melee weapon is constantly enchanted by runes and sustained enchantments and it's quite easy to get a better armour penetration with a melee weapon than the bow. All bow abilities take far longer to activate than melee abilities. Bows are a fairly important weapon for Rogues as they can be quite squishy.


...Hey yeah, I never noticed you couldn't rune bows.  Bioware could consider scrapping PITA to find and overpriced to buy special arrows to rune bows as a means to alter arrow damage/effects.  I did, however, highly appreciate not having to buy basic arrows.
As for the bow ability cast time, it's probably intended considering the burst damage they are more/less designed for...ya know a small chance for the mage to interrupt before they get one shotted with arrow of slaying ;)

Lord Phoebus wrote...

The big problem is that you can throw grenades while staying stealthed, that mechanism should be disabled.


....Yeaaaaahhhhh...any hostile action should automatically disable stealth.

Kangaxx628 wrote...

Overpowered:Scattershot, seriously what is the range for the AOE stun,
I've had my party spread out along a corridor and bam everybody riding
the scattershot train to stun town. Even around corners and through
walls.


Since it's a stun, it can't be nearly as OP as Mass Paralysis, or the Explosive Paralysis combo on mages.  Explosive Paralysis made me capable of destroying majorities of large groups of minions before they even broke out.

...and 5 pages later of reading everything mentioned seems to be looping.  Thus concludes my overly long quoting session ;)

#202
draxynnus

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Skyie84 wrote...

It feels as though the developers geared the Rogue towards backstabbing a lot.  Therefore the archery felt compromised and it seemed as though it was much better to go for a Dual Wielding Rogue rather than an Archer.  Even the specialisations helped a backstabbing Rogue rather than an Archer.  Assassin and Duelist you couldn't really get with an archer build.

All the specialisations are fun to play with.  Ranger was a bit different to what I expected.  Whilst it was an Archer-friendly class it was not geared towards an Archer in mind.  I would have liked to have seen a more Archer-specific specialisation.  Perhaps some way of clearing distance between yourself and a target. 

This is possibly the real issue with archery - when you look back at the class/specialisation mechanics, archery is pretty much always the "redheaded stepchild" of the available weapon lines. In the case of warriors, none of the specialisations, and few of the primary talents support archery (an archer doesn't want to draw aggro so Threaten/Taunt aren't really good ideas, they don't want to be surrounded so Bravery isn't useful, and Precise Striking overlaps with Aim.

At the very least, the first-level Templar talent could be made to trigger off ranged attacks as well - it would, after all, make sense that the Templars would want to develop the ability to drain their target's mana with a volley of arrows without having to close on a potentially dangerous malificar, and Holy Smite would then synergise well with an archery build.

For Rogues, while Bard and Ranger are at least compatible with archery, the rogue mechanics themselves (as well as some rogue talents) lead you towards melee - even with no talent points in Rogue talents apart from Stealth and Deft Hands (which is currently impossible without a respec mod) you're still missing out on the basic class feature of backstabbery if your Rogue is an archer.

Maddyanne wrote...

I love Stealth. Being able to just vanish in combat might be unrealistic, but it compensates for cutscenes shoving your PC to the front of the party  and I'm very grateful.  Beyond that, I really like being able to scout effectively, clearing up traps before my party stumbles into them.

Going on a tangent, this is one of my pet hates - not only that it does it, but in at least a couple of cases it does it when a) you know very well that it's going to lead into a fight, B) the cutscene puts your party into a perfect AoE ball for the enemy's benefit, and c) even though you can clearly see them, the enemy has immunity to all your attacks due to being classified as "neutral" before you walk into the cutscene.

It would be nice for cutscenes in which known enemies who aren't powerful enough to force you to listen to them to start by pausing the game with a message along the lines of "The enemy wishes to parley - do you wish to listen or attack?" - with the latter going straight into combat mode without going into the cutscene and thus keeping your party members in their current positions rather than forming them into a nice ball. (I've been considering making a thread on this, but haven't so far largely due to time.)

GeorgeZip wrote...

Archery didn't apeal to me. The tactics of Lileana can be frustrating. If you want to keep her at range against a revenant, she will put away the bow and run in for a below the belt unless you disable it. Archery would be better if there was a better way to say "keep firing arrows unless someones meleeing you".

Change her tactics so she only kicks if subjected to a melee attack first?

Graciemae wrote...

I find it rather odd that so many people want classes other than rogue to have lockpick/disarm traps skills. The game is designed so that you cannot have everything at once, you have to choose which skillsets you wish to add to your party at any given time by changing chars within the party. You are able to have one of each main class (fighter/rogue/warrior) and space for one other, thus doubling up in one class. I don't see why anyone would want to take 2 warriors, 2 mages (for instance) then complain they can't disarm traps. I've played through 5 times now and have found no problem in that area, especially as I haven't found any chests containing anything useful which can't be opened with low level skill. As for doors, the important ones have keys anyway.

There's a couple of things here:

First, it really is a little silly that anyone can set traps, but only Rogues can disarm them. Especially since some are magical traps that a Mage, for instance, might logically be able to deal with more effectively than a Rogue by dispelling them.

More importantly, though, is that it's not that anyone is asking for something for nothing - lockpicking and disarming is probably still going to involve spending something in talents or skills, which means you're having to make sacrifices in other areas. Plus, this ability is tied to Cunning, and the existence of Lethality means that Rogues can get the most out of boosting Cunning - thus even if it's made available to other classes, Rogues are still going to be the best at it.

As an additional consideration, sometimes you want to take a particular group for roleplaying reasons, but needing a properly balanced party makes that unfeasible (especially if you're playing a Warrior yourself - bringing two other Warriors mean that you either don't have a Rogue or you don't have a Mage).

kasanza wrote...

Maybe you could only use spiders inside, bears in certain outdoors environments and the same with wolves. the bard stuff I've never used with main character so I didn't experience it's true potential (since my Leliana had rather low cunning).

This would be cool if you could then keep the pet through transitions and the limitations weren't too onerous. Otherwise, you'll easily end up with talent points and a specialisation that may be wasted in large areas of the game (summoning a wolf or bear outside and having it transition is still giving you a pretty strong incentive to keep that animal alive...)

yasuraka.hakkyou wrote...

Duelist doesn't feel like a specialization, just an extension of a rogue.

Nothing wrong with this, IMO. I'd say it's good to have a specialisation option or two per class that basically says "I'm nothing exotic, just good at what I do" - something which the mage currently lacks (it's not hard at the moment to come up with a mage concept for which no specialisation really fits).

StrawberryViking wrote...


Bard: If you can't tell already, I don't like feeling useless, and this is the mother of all uselessness (to me at least). I felt pretty useless standing there singing like it was some sort of American idol audition , while my allies are having all the fun in their bloodbath. I really didn't notice the difference in battle except for when I used captivating song, but I felt it was lacking, and you can still sing while you hack and slash at darkspwan, right? 

Isn't Captivating the only one that doesn't allow you to fight? It makes sense that a song so powerful that it makes the enemy ignore even being cut apart by a sword in order to sit and listen may involve a somewhat larger investment of concentration than possible when simultaneously attempting to fight yourself. As for the others...well, as a mage, I've certainly noticed the effect of Song of Valor (or rather, the lack of it once I'd got used to having it up by default - not having it up seemed to significantly slow the rate at which I could continue casting spells in an extended battle) 

#203
hardvice

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I really enjoy playing rogues in the game. There's not much I'd change; more/better rogue specific equipment (particularly armor) would be nice. A little weapon diversity wouldn't hurt, either, as far as distinguishing rogues from warriors: short swords, slings, clubs/cudgels/saps, and the like, stuff that's not particularly appealing to warriors but which rogue talents might make viable. Items with bonuses to rogue skills apart from backstabbing would be nice, too--silent boots that improve stealth, gloves that improve lockpicking, and the like.



I was a little surprised that there were no thief-like rogue specializations, since I'd imagine the bulk of rogues out there in the world aren't bards, assassins, duelists, or rangers. A specialization with bonuses to stealing/lockpicking/stealth and/or complimentary skills would be a nice touch.



Stealing in general could be a bit more useful. That's not really rogue-specific, but most of what you pickpocket is garbage, and there are really very few times stealing enters into the story. (Stealing) options in conversation might be a fun alternative to trying to persuade somebody to give you something ... I was a little miffed I couldn't just steal the key to Sten's cage, for example.



Also, why not a one-weapon-and-no-shield tree? There's nothing wrong with dual daggers, but a tree that focuses on using one weapon really well would be a big boon to rogues and a nice option for warriors, too.

#204
Anomaly-

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[quote]
Also, why not a one-weapon-and-no-shield tree? There's nothing wrong with dual daggers, but a tree that focuses on using one weapon really well would be a big boon to rogues and a nice option for warriors, too.[/quote]
[/quote]

This is a good point I forgot to mention. I can see that tree involving a lot of single target, high damage skills with somewhat long reuse and only useable under certain conditions (like while in stealth, for example).

#205
draxynnus

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Idly, one possible fix that strikes me regarding Stealing...



No recharge time if you succeed, but a shout of indignation and a long recharge time if you fail.

#206
hardvice

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Oh, and this isn't really a problem with the rogue class per se, but it would be nice if the AI and/or the tactics system would let non-controlled rogues favour backstabs.

#207
hardvice

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Anomaly- wrote...

This is a good point I forgot to mention. I can see that tree involving a lot of single target, high damage skills with somewhat long reuse and only useable under certain conditions (like while in stealth, for example).


Exactly.  W&S is focused on defense/tanking.  2H is focused on raw damage and armor penetration.  DW is focused on speed.  What's missing is one focused on precision, which fits rogues perfectly.  Single-target skills with attack bonuses, high critical percent, or debilitating effects would be perfect, and making them rely on or be enhanced by rogue skills like backstabbing or stealth would give rogues a weapon specialization of their very own -- something warriors could use, but rogues could use better.

#208
devonjmartin24

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will someone please tell me when Return to Ostagar will be out for 360?

#209
contown

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My core complaint with rogues is that their gear is really lame. All leather armor looks pretty much the same, and no daggers really look that cool. There are a ton of very different, very cool metal armor sets. There really needs to be more leather ones so the rogues don't feel left out.

Oh, and actually cool looking leather helmets would be nice too. I never wore a helmet because I couldn't stand how they looked.

#210
contown

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And as the last couple people said, a one-weapon-no-shield tree would be nice as well.

#211
Arttu90

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I've played dragon age with all classes and I say rogue is definetly the best.

like my 20 lvl rogue has.As duelist-assassin class combination you are almost impossible to hit when you have defence rating over a 140

Combined with rogues dirty trick and coup de grace and critical chance of 20 % and mark of death and pin point strike you are almost unstoppable in melee and kick ass.

Now for dislikes.

Being bard is not as cool as I might have thought. When you sing the bard song all your character does is putting an pinky could over your companions and him/herself. Even if it's beneficial it's just too lame.

And deft hands talent should be in skills. Pick pockets and traps are there why not defthands=lockpicking?

And the rogue only gets two weapon fighting and archery talents. It's just as stupid as to presume that all rangers use two weapons like in Baldur's Gate.

Rogues sould have had dueling as in single weapon style talents. I know you can use single weapon if you want, but it would have been awesome if you could have special moves and benefits for doing so.




 

#212
MishenNikara

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hardvice wrote...

Oh, and this isn't really a problem with the rogue class per se, but it would be nice if the AI and/or the tactics system would let non-controlled rogues favour backstabs.


^this...and then tell yalls buddies at Obsidian to do the same in NWN2

Also to the person who suggested the rogue sword and board....good idea! :D

#213
Seagloom

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MishenNikara wrote...

That would be the whole point, but after years of EQ2 it feels like the norm.  Assassins ONLY dps and bring NOTHING to the group/raid.  Swashbucklers did straightforward dps with slightly better defenses.  Troubs/Dirges sacrificed a lot of DPS to be amazing buffbots that you can't do without.
To start putting a bunch of group buffs on assassins and duelists would just be making more bards.  If you don't wish to sacrifice buffs, but wish to have Zev in group perhaps, you can make a champion warrior, or if youre playing the rogue, make Alistair's/Sten's/Oghren's second specialization Champion.



I never played EQ2. My primary experience is with D&D through NWN, BG series and P&P. You also completely missed the reason why I like DAO bards if that is what you took from my post. We were asked what was our favorite and least favorite specialization. Fact is, I find straight DPS boring. I'm aware that it has its place. I'm also aware most players prefer their rogues to be a whirling dervish of death and destruction, over a more passive support type. When I wrote that post I did so fully expecting the current poll results. I was sure assassin was too archetypal and popular.

Now, the reason I dislike assassins in DAO is that again, they are boring. All they do is DPS. Assassin would have been far more interesting if there was something special to them. Not buffing, as that does not fit them. Maybe, barring higher quality poisons and traps from base rogues and making them exclusively useable after taking an assassin talent. And/or doing the same with stealth, so that only assassins can take four full ranks in it. Or a high cooldown talent that instantly kills up to yellow rank enemies if you sneak up behind them and strike from stealth. Failing that, they could have given them more unique attacks. Maybe a hamstring talent that causes high DoT bleeding wounds and prevents healing akin to a mage's Curse of Mortality spell. Something. As it stands assassins are dull to me because the tree is too passive. Having clickies is what, for me, keeps melee and archery from being too dull compared to magic. Which is why I loathe the shield tree for warriors.

What makes bards fun is only partly their buffing. Yes, I like being the character that heals or buffs, and if possible, to deal enough damage to feel I'm contributing meaningfully. As a bard in DAO I have *options*. I can wipe aggro on an enemy going after my squishy mage without resorting to a warrior's taunt every time. I can boost stamina a bit, which is useful before you start finding loads of equipment that does the same. I can increase DPS for the entire party, an all around good buff if there is nothing better for my bard to do. Or I can whip out an amazing crowd control song that is essentially infinite when things get really hectic.

What I want is for BioWare's designers to make their specializations more hands on. I do not want to feel like a passive observer, and assassin does just that. Manuevering behind a target and flaliling away all the time gets old fast.

Modifié par Seagloom, 24 janvier 2010 - 02:17 .


#214
pChar

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 My only problem with rogues are the lack of armor ... :ph34r:

#215
Kerad Kralc

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I found the rogue archer a refreshing change. I usually play the hack-and-slash in a RPG. I developed to Master Archer and Arrow of Slaying with a high survival skill. I was able to use party hold, stay way back, and pick off mobs without being detected. I felt like some kind of mid-evil sniper. I enjoyed that. I was something unexpected in the game. I say "Well done!"....

#216
Nubarus

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[*]What do you like and dislike about the Rogue?

My first run was a rogue, overall It seemed nice, cool attacks.
What i didn't like: my big problem is that I am not a smart person :( felt overwhelmed and lost about what stats i had to rise,,,str?, cunning?, dex...?? does this ability use this or that? is this useful for archery but not for me? etc. have finished the game and still dont know if i rised useless stats or the right ones, maybe that should be clearer in-game  (for silly people like me :sick:)

It also didn't seem right that lockpicking ability, walk in the shadows (was that the name?), and other "typical" rogue abilities, had to be chosen instead of combat moves. I believe a rogue should have these kind of abilities from base, and only be improved via attributes.

Is there anything that you feel that is underpowered or overpowered on the Rogue?
Underpowered: lockpicking, absolutely. Why? Because i dont remember having found in a locked chest anything more interesting that a sad root or a pair of dirty leather boots. Seriously, if you are puting locked chest in the game, make sure there is something valuable or interseting inside at lest :S


What are your favorite Rogue specializations? What are your least favorite? What are your favorite Rogue talent trees? What are your least favorite?
Went assasin and duelist, dual-wield. Would have choosen archer but read in the forum there was a bug preventing them from being good damage dealers or something. Didnt feel interested in bard as I felt it was going to be sustained-abilities based, and i dont like that...

Modifié par Nubarus, 24 janvier 2010 - 12:13 .


#217
ISOUL

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Rogues armor in DA:O do not even come close to those in the Neverwinter Night franchise. I want better armor.



"What I want is for BioWare's designers to make their specializations more hands on. I do not want to feel like a passive observer, and assassin does just that. Manuevering behind a target and flaliling away all the time gets old fast." - Seagloom you are correct i too feel the same way.


#218
Sorana2

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What do you like and dislike about the Rogue?

I really enjoyed playing a rogue (and I played all classes). I really liked his special abilities like stealth and lock picking (though I think other classes should be able to bash chests or use a knock spell)

Equipment is very important to roleplaying. I always (sadly) recognize that all RPGs I have ever played favor the longsword wielding figther / warrior wearing heavy armor. I think creating a good rpg should involve people dedicated to a certain class who should create items / kits especially for one class. And the items / sets  should be balanced for all classes and talent combinations (eg. rogue dual wield, rogue archer, fighter 2h, figther 1h+shield, figther dual wield, and yes even mages).

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

No. dual wield can get close to a warrior in terms of dealt damage, it can get beyond, when backstab comes into play.

being an archer can be fun too. I think the cool down times for those specials combined with the long aiming times for special attacks are too long. But the arrow of death is one of the most damaging attacks possible in the game. Good.
However backstab attacks from behind should be possible for archer rogues as well.


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

Certainly the assassin subclass was very interesting to maximize damage and deadliness.
I disliked the ranger as there was very little gain to the game being able to summon rather weak followers

The combination of duelist and assassin gave high damage with good evasion. good.


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

pick pocket was not worth a single point. The things you gained through pick pocket were not interestng enough, exept for the special quests for the rogue in Denerim.

Hide in shadows (lvl4) was very important for melee rogues and for exploring terrain unnoticed. and of course the trap skill was very important.
The talents for "dirty" combat were good and important too.

But i never used the "play dead" feature. should be replaced with a different talent.
The deadly strike was to weak as to be called that way (should deal more damage and be possible only when hidden or when backstabbing).

[/list]

#219
Rude Hero

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Rogues felt out of place in battle for me. They're rather weak in both attack and defense. Even if you do start back-stabbing the enemy, your armor rating pretty low to end up being targeted by them.

Liked: Stealing, picking locks, stealth.

Disliked: Weak, lacked armor suited for the class.

Needed: More ablities to help out in battle, improved stealing system.

#220
MsSouthpaw

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I'm a rogue on my second playthrough, and I was sure my mage from the first playthrough would be the character I bring over to Awakening. I was wrong.



I love, love, love being a rogue. I haven't gotten into it enough to really use some of the talents (I rarely steal items, mostly because I forget I can). My favorite team that completely kicks ass at the moment is me (as a noble rogue), Alistair as my tank with Champion & Templar, Zev as assassin and Leliana as a ranged archer & bard.



I did unlock Ranger and Assassin for my character but haven't gotten them beefed up yet. I've been adding to Leliana's achery skills pretty heavy & am working on maxing Zev's dual weapon skills as well as both of their specializations. This is THE BEST TEAM I could imagine. I mean, we slice and dice anything that gets in our path. love it so much I can't even bring myself to switch any of them out. Plus the random dialogue between them all is great. They make me happy. :)



I haven't really found much of a use for Bard, but maybe that's because we never seem to get overwhelmed with baddies to the point of actually needing her to do anything. Plus I don't like the idea of having her out of commission. I'd rather have her firing a crossbow. I maxed out lockpicking & device mastery with my character, so between the 3 of us Rogues, we've got it all covered. And Alistair just hammers away and whatever jumps in front of us. Long live the rogue!

#221
Aanorith

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I like most things about it. Rogue being my favorite class in the game having created sevral with different builds. I can't possibly think of anything bad to say about it to be honest.
As for under and overpowered skills, I guess id have to say Below the belt has failed to be of any use to me at all. As for archery tree, I havent tried it myself, having Leliana with me on most my playthroughs mostly for RP purpose, it has convinced me that it's not the best way to go.

Assassin is definently the best. I found bard rather boring in a way and I wish there was more from duelist.

Deft hands all the way, I'm all for the loot. Stealth, duel-wield. What more could a man possibly desire.

ALSO

As someone said earlier, the armors. Warrior's have so many different nice looking armors to chose from, I wish we had the same.

Modifié par Aanorith, 24 janvier 2010 - 03:00 .


#222
Risselda

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The rogue...is very...unpolished I think. At least in the "OMG WoW MIN/MAX" part of my brain.

Start with the good-

1. Great two-weapon talents...I wouldn't change that. It works well and offers the rogue flexibility rather than standing behind a target and auto attacking with a little dirty fighting stuck in there. Whirlwind ftw.

2. The specializations are great in theory, each one being SO different you really could play 2-3 different rogue characters and have a completely different experience. Though this does not contend with the mage, I think it is still a fair amount of options.



The bad...and take it with a grain of salt

1. Archery. I'm HUGE on RP and character stories. Thus, one of my characters is a *cringe* archer-ranger-bard. And well...I feel useless. I have a ton of fun! But I know if my teamates could talk they'd be all like "man, we have to carry her through ANOTHER dungeon?" Archers need something...maybe if you obtain a certain arrow, those are unlimited as well as the stock ones? With items being more or less "limited" in the game...whether due to drops or gold, I know I am stingy with my good arrows...and don't really get to play with them. Given the pathetic damage we're doing now, I don't think this is unreasonable. Let the ranger pets do a wee more damage...maybe a ranged bonus (hit-crit-damage depending on the pet?) while they are active.

2. Lockpicking. I think this should be a cunning score rather than a 4-point talent. It's just silly.

3. Armor...I've seen this listed a few times and it's true. Mage and rogue armor are quite ftl. Though...the horns ARE better than the conehead mages get, so I wont complain.

#223
Valdrane78

Valdrane78
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You know, I would really like a decent looking helmet for the rogue maybe a hood of some sort, like the sort of hood a mage wears but doesn't have the frilly little feathers or whatever poking out the back. The helm of Honneleath looks ridiculous on a rogue especially a female rogue, and so far that is th eonly helm I have found that does any real good for a rogue, but I wont wear it because it makes my head look 3 sizes too big.

#224
akeso

akeso
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 Likes-
*Backstab combat
*Bard CC style

Dislikes-
*Lack of solid damage gear before landsmeet.

#225
Risselda

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This would be easily fixed on Bioware's part.  Combine Stealth/Device Mastery/Trap-making/Stealing into Theivery skill (not talent), sort of how D&D 4.0 combined sooooo many of the 3.5 rogue skills into 2 main skills. Considering rogues already need combat expertise, and pretty much everyone needs coercion, it wouldn't hurt to combine all these things.



This.

And I also agree with another player's comment about needing more viable skills to help in group combat.

Now...I am only talking from an archer-ranger's perspective, because that is what I play. Poisoned arrows, maybe a sleep poison for CC...