I'm using a controller for the game btw. Much better. IMO. The keyboard Mouse makes me feel like an uncoordinated buffoon. One thing I've figured out is using the target button. Right thumbstick. When you have the enemy targeted, flank attack almost never misses. Just saying.
Dagger rogue - so unfun
#76
Posté 14 décembre 2014 - 08:34
#77
Posté 14 décembre 2014 - 08:44
I don't think anyone here is complaining about "boulders in the way" of an attack - it's that we're right up on a target and should be able to attack but it's not triggering. Like it's bugged.
An archer's arrow won't pass through a boulder btw
No I was directly responding to people bitching about trying to flank attack on uneven surfaces, which tells me they weren't on the high ground. Sorry if added realism caused you to trip over a rock while running up hill. Deathblow is definitely bugged with nontriggering and it seems everyone is aware of it. Flank attack works perfectly from my experience so far. Occasionally I've felt the flank attack stealth add on isn't working right.
#78
Posté 14 décembre 2014 - 08:50
Anyone else disappointed that the rogue Inquisitor doesn't get back on his/her feet as quickly as enemy rogues do? They're frikkin' ninjas in the way they move, though I love catching them while they're in stealth before they can strike from behind.
#79
Posté 14 décembre 2014 - 08:53
Anyone else disappointed that the rogue Inquisitor doesn't get back on his/her feet as quickly as enemy rogues do? They're frikkin' ninjas in the way they move, though I love catching them while they're in stealth before they can strike from behind.
This seems to be more true in Nightmare... or I just now noticed. They even have sprint away tactics where it's impossible to keep up.
#80
Posté 14 décembre 2014 - 09:21
Shadow Strike ideally wants to be activated about arms length from the enemy - too far away or right on top of them will often miss.
Twin Fangs isn't too much trouble. I'm always right up behind them when I activate and it always hits.
Deathblow seems to involve the most shuffling around of all of them. In my experience this one doesn't suffer from missing as such, but rather will often see your rogue get stuck shuffling around forever and not launching the animation. This is especially true if the area is crowded.
Knockout Powder when used from behind has an annoying habit of making the enemy instantly spin around and face you before they fall asleep. I don't know if this is intentional but it sure is annoying having to reposition behind them again.
For the love of god do not try to use any of these skills on moving enemies, unless they're running straight towards you. Everything else in the game might have homing capabilities but your daggers certainly don't.
#81
Posté 14 décembre 2014 - 11:43
Been testing the new patch on ps4 now whit a new toon.. And playing rouge again just to test patch.. haven't been reading some of the comments. just for or two or so.. But what i have found out that skills just stops working most of the time's and i can duplicate this all the time when i fight. i loved to play rouge before the patch. but now i cant figth 80% of the time just cuz the skills just don't work.. And yes this is all of the rouge skills in double daggers. So thank you breaking my class that i love to play ![]()
Edit: forgot to add that stealth is not working to in combat for me about 50% of the fights or so...
#82
Posté 14 décembre 2014 - 03:54
I had so much fun playing a DW rogue in Origins. Speccing into Duelist and focusing on Dex, my DW rogue turned into this indestructible force of indestruction (except when mages throw a fireball in her face). It felt as if she's so blindingly fast and agile, dancing and weaving between enemy attacks while backstabbing fools for profit (complemented by Coup de Grace).
Combat in DA:I is balanced around damage migitation. Mages (and KE lol) have barrier and range, archers have range, and warriors have guard, which is further complemented by Shield Wall and Block&Slash to a lesser extent. That leaves the squishly DW rogue in a very awkward place. Melee range, but no reliable way to avoid damage (especially AOE melee) outside of Parry, which is not very useful to begin with.
Bioware took inspiration from Dark Souls for the melee combat by making it more twitch-based, but neglected to add more mobility options, which is hugely vital in most action games. Think of how useful a dodge-roll or a quick backstep with negligible cooldown would be for a rogue. Made more egregious when you notice how insanely mobile the enemy rogues are.
Also notice how characters move around slower once combat is initiated and their weapons drawn. Merely letting the rogue maintain some semblance of movement speed in comparison to warriors or mages would have alleviated the problem somewhat.
- catabuca aime ceci
#83
Posté 14 décembre 2014 - 04:01
^That is weird in this game. Like when someone casts haste, the entire game slows to creeping halt so it seems you're going faster. I loved having haste in DAO and you were running around like the flash.
#84
Posté 14 décembre 2014 - 04:02
Played as a dual rogue myself and wasn't enjoying it at all. At lvl 12 I switch to bow and damn I'm having fun now ![]()
- catabuca aime ceci
#85
Posté 14 décembre 2014 - 04:23
Yeah, my main Inquisitor is a DW Rogue. While you have to babysit pretty much all of your companions due to the brain dead AI and lack of tactics, I pretty much have to control my rogue all the time or else he just endlessly shuffles around soaking up damage. The shuffling was one of the first things I noticed in Inquisition since I distinctly remember how the developers made such a big deal about how they had got rid of that from Origins but the shuffling and missing attacks in Inquisition as a DW Rogue is far worse than I ever had it in Origins.
Trying to use the rogue in Tactical View is a joke. I was doing a dragon fight in Tactical View yesterday with my rogue and he was just constantly shuffling around, barely attacking, even when he was standing right next to the huge dragon.
It just seems like the DW rogue should play the most like an action game character and yet the mobility options are not there to facilitate that. So you end up micromanaging their every move since the AI and Tactics are practically non existent.
- Terodil aime ceci
#86
Posté 14 décembre 2014 - 06:16
I'm another person who adored dw rogue in DA2 (and played it a lot in DAO as well, although the shuffleshuffleshuffleshufflestab mechanic didn't exactly make it very interesting), but I just don't *get* it in DAI.
DW rogue is my go-to first class most of the time in games like this. I feel confident being the main damage dealer, and not so much as support/tank/etc when I don't understand a game yet. I'm playing on PC, m&kb, and on normal I had to spend 98% of my time in tac-cam because I find the lack of auto attack far too difficult to deal with as dw rogue. I'm more than happy with wasd and right click for movement generally, but when there is no auto-attack or 'stick to target' it makes movement while you're trying to attack very fiddly and annoying.
By level 13 I was controlling Sera most of the time. So I respecced to archer. And then got grumpy because I hadn't started as archer (it hurts my backstory consistency feels), so made a new archer character from scratch, this time on hard. I just reached level 13 with her. (Maybe one day I'll finish the game.) Now I'm spending 95% of my combat time in action cam (or whatever non-tac cam is called). Even playing on hard I don't feel the need to use tac cam much, other than to MOVE SOLAS AND DORIAN OUT OF THE GODDAMN REACH OF PEOPLE WITH BIG SWORDS OMFG.
I love how archer feels now, compared to the previous games. It sounded like a great idea in DA2, but your specialisation and archery tree paled into insignificance alongside Varric and Seb, so there really was absolutely no point at all in playing one. But man, dw rogue was SO MUCH FUN in DA2. I adored it more than I can say. I prefer it to archer in DAI, and I'm really quite enjoying archer right now.
It's very sad, but I can't imagine wanting to try dw again. Sad because it gave me a lot of laughs and fun in DA2.
- DetcelferVisionary et Jaizek aiment ceci
#87
Posté 14 décembre 2014 - 06:20
Played my dwarven Rogue melee until level 8 switched to archer, switched back to melee when i got specializations(10) then switched back to archer after trying to attempt to play a melee rogue assassin and feeling like a complete waste of time. If I had my character as someone i could choose in the group he would never be there. Even when I selected Iron bull as I wanted to see what AI would be like as a rogue, All I got was my Rogue trying to do back stabs from the front and tanking because he would never use Parry and would not Flank.... ever. So after 70 hours with switching back and for and remaking weapons and farming mats for Runes for these weapons I deleted him altogether. He was too much of a pain in the butt to even try again and just the thought of reloading up any of his saved games made me loose complete interest in the game altogether.
I don't think I will ever play another rogue on here again, if I want to play a proper rogue that feels right I will reload DA2 or DAO
- Kendaric Varkellen aime ceci
#88
Posté 14 décembre 2014 - 06:24
I'm another person who adored dw rogue in DA2 (and played it a lot in DAO as well, although the shuffleshuffleshuffleshufflestab mechanic didn't exactly make it very interesting), but I just don't *get* it in DAI.
DW rogue is my go-to first class most of the time in games like this. I feel confident being the main damage dealer, and not so much as support/tank/etc when I don't understand a game yet. I'm playing on PC, m&kb, and on normal I had to spend 98% of my time in tac-cam because I find the lack of auto attack far too difficult to deal with as dw rogue. I'm more than happy with wasd and right click for movement generally, but when there is no auto-attack or 'stick to target' it makes movement while you're trying to attack very fiddly and annoying.
By level 13 I was controlling Sera most of the time. So I respecced to archer. And then got grumpy because I hadn't started as archer (it hurts my backstory consistency feels), so made a new archer character from scratch, this time on hard. I just reached level 13 with her. (Maybe one day I'll finish the game.) Now I'm spending 95% of my combat time in action cam (or whatever non-tac cam is called). Even playing on hard I don't feel the need to use tac cam much, other than to MOVE SOLAS AND DORIAN OUT OF THE GODDAMN REACH OF PEOPLE WITH BIG SWORDS OMFG.
I love how archer feels now, compared to the previous games. It sounded like a great idea in DA2, but your specialisation and archery tree paled into insignificance alongside Varric and Seb, so there really was absolutely no point at all in playing one. But man, dw rogue was SO MUCH FUN in DA2. I adored it more than I can say. I prefer it to archer in DAI, and I'm really quite enjoying archer right now.
It's very sad, but I can't imagine wanting to try dw again. Sad because it gave me a lot of laughs and fun in DA2.
Every word you said is exactly how I felt. Only thing I missed from Bioware in DAO and DA2 playing a rogue was the Bloody chunking mess from BG2. Oh man I missed that Critical hit Chunkiness. GO FOR THE EYES BOO!!!
But yea archer is the only way to play rogue on keyboard and mouse........... sad sad day.
#89
Posté 14 décembre 2014 - 06:56
I do experience some issues with Flank Attack and Twin Fangs, but they're not particularly common. Not had an issue with Deathblow.
I should mention that I'm playing on Casual, with a controller and mostly in 'action' view, utilising Tac-cam on the odd occasion.
- Tsunami Chef aime ceci
#90
Posté 14 décembre 2014 - 07:08
When I comes to dagger rogue, I found tempest best way to go. Using lightning flask you can hit for like 5sec with hitbox not moving off and to finish _any_ mob except dragons you can pop fire flask + spam deathblow.
Its playable but still I would say ranged rogue is better because hitboxes are hard to reach.
#91
Posté 14 décembre 2014 - 08:07
Not being able to swap between a ranged and melee weapon set with my rogue is excruciating at times. The pathnoding in tactical view is just strange at times as well. Watching your 'dummy' zig zag a mile to backstab a baddie who is only a few feet away makes my brain bleed. I've mostly put the game on hold with the hope that the next patch will be 'the one' to fix a lot of this nonsense. It's just too hard for me to get too invested in one particular playthrough right now.
#92
Posté 14 décembre 2014 - 08:50
As someone who has finished the game on Hard with a DW rogue (playing Nightmare with an archer one atm and it's night and day), clocking more than 150 hours, I can only add to the concerns already being voiced in this thread. Is the class/playstyle broken ? No. But the way it works right now, it's barely functional and in terms of efficiency, sustained damage (not to mention survivability) it doesn't even come remotely close to what you would be getting if specing archery or using a warrior (hell even a two handed one) or even worse a Mage (MUCH worse if that mage is a KE). Ultimately, it's not worth the hassle and all the micro management to essentially minimize the drawbacks (such as misses, positioning and whatnot) introduces yet another artificial time gate.
If for some strange reason you persist on using one, do yourselves a favor and go Tempest, craft your own dual (aoe) daggers (go for "Guard on Hit" if you can), take shadow strike as early as possible and abuse it with upgraded fire flask until it stops functioning, then switch to another ability. Use the tac cam, unless you enjoy losing time hitting thin air. Do not rely on Twin Fangs/Flank Attack/Deathblow. They are terrible and should feel terrible, very often they won't even queue and if you persist queuing them, your character will use normal attack anyway, they require precise positioning and if they enemy moves even by an inch, they will miss. Similarly, parry is terrible and a waste of a much valuable ability slot, especially on higher difficulties. For Dragons, just equip a bow and fire away from a distance, being perfectly safe. You can still using a thousand cuts and ss (ss doesn't require a melee weapon btw), when you get pulled due to wing flap.
TLDR: I have no idea how this class passed QA, unless they were only using assassin archers or something.
- DetcelferVisionary aime ceci
#93
Posté 14 décembre 2014 - 09:58
This is precisely why I will not even touch a melee character until auto-attack and following the target (and not spending a majority of the combat doing katas) are implemented (if they ever are).
#94
Posté 14 décembre 2014 - 11:44
It's not Dagger rogue specifically, though, it's all melee classes. Melee abilities in general simply don't trigger properly in tac cam.
#95
Posté 15 décembre 2014 - 12:02
#96
Posté 15 décembre 2014 - 12:09
The 2handed warriors and the sword and shields are Much MUCH MUCH easier to play then DW rogues will ever be at this point. @hand swords and axe have a Huge aoe radius so even if you are swinging at Air you have a good chance to at least get 1 or 2 attacks in randomly.... Sword and shield you just click on the guy with your mouse when you attack and you will dash towards him. Rogue............ MEEEEEEEEEHP Wrong answer, delete him as of now hes just a floor mat lock picker. Yea dead on arrival cause single target dps from frontal attacks equal much frustration and rez master 2000. So so so so so annoying.
But i see the tempest build works good with AOE daggers but I want to be a single dps High damage Assassin...... not broken tempest doing magic hacking tricks lol. Best op group is viv KE, Sera Tempest Cass templar and you either a KE or Tempest. since tempest and KE are so broke it makes nightmare seem less then causal.
#97
Posté 15 décembre 2014 - 12:10
I actually like Dagger Rogue / Assassin build. A lot of positioning is required and running. If I was playing with keyboard and mouse it would be terrible but using XBOX ONE controller on PC it's really a fun class for me.
#98
Posté 15 décembre 2014 - 12:17





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