shadowstepninja
New member
- Joined
- 20/05/2016
- Messages
- 7
After 19hrs of gameplay of just rogue (melee) (lvl 9),
there are some things I want to point out.
Stats
STR 2 STAB III
END 1+1 Stealth I
AGI 5 Sneak Attack I
INT 1 Kick I
AWA 1 Evasion I
PER 1 Recovery I
Assassinate I
I'd like to apologize in advance if I seem to be redesigning rogue class.
First Matter:
My idea of rogue is stealth+stab=crit for tons of damage.
However, the cooldown of stealth is way too long to decapitate each monster.
I feel this gameplay is very unsatisfying as I have to wait 25 seconds in between each monster, and 30 seconds for evasion.
I remember when I was level 7, and my stealth was level 1, I hunted minotaurs and they usually had less than 10% chance of hearing me. The sneak attack did 50-75% of their health and i used evasion to reduce the damage and finish the monster.
I feel like the stealth mechanic should be changed, my input would be to:
-Increase the chance of them hearing me for a level 1 stealth.
-Shorten stealth cooldown
-Ability to stealth in combat with a low success rate (increase with skill level). Monsters will start regenerating health after two seconds out of combat. However, in those two seconds, they will attack companion or swing in random directions, and reveal you if they hit you. If you can hit them while stealth, enable crit.
Second Matter:
However, the rogue in this game does not feel squishy enough, with the above mentioned, it feels like it's not risky enough. Rather than agility increasing armor, increasing it's chance to evade skills or parry with a light weapon seems more accurate for a "rogue". I feel like rogue class depends more on luck and dodging is a good way to define that.
Third Matter:
New skill, Dual Wield (daggers).
A point in this skill allows the ability to dual wield.
Activating this skill increases the attack speed by a %, but decreases defenses (dodging) as well.
-With this being said, I'd also like another skill, to hit AOE with dual daggers.
-Therefore, change text: keep stab (with one weapon),
or attack in quick succession with both daggers,
and help ranged rogues (headshot): Ensures critical strike dealing increased crit damage.
Fourth Matter:
All "rogues" use poison. I feel like removing poison dagger drops and store from the game. Instead, rogues can apply a poison coating (with the advanced skill or crafting (sorry I don't know much about your future plans on crafting)) to their (elemental) daggers and lightswords.
Fifth Matter:
Remove kick or move it to the trap. Instead, maybe drop a trap and roll backwards, evading all attacks for 0.75 seconds. Also, instead of just having more traps, make the traps bigger, so rogues can have an AOE skill, and make the monsters bleed!!! Then STAB STAB STAB STAB STAB, feels good.
Sixth Matter:
I'm not a ranged rogue, but i really don't think sprint is a "fun" spell. Perhaps a single target stun, incorporate bleed into ranged rogues, or volley of arrows.
Seventh Matter:
I think you probably have more advanced skills in mind, rather than just two melee and two ranged skills, so I'll leave this open for now. Oh, and remove kick.
Eighth Matter:
I'm not sure if you want to even consider this skill for the theme of your game. Blink behind your enemy and crit them. Activate within the next two seconds to blink back to your original spot, (dodge one attack).
Ninth Matter:
Lower agility trait base damage scaling on light weapons to adjust to more crit opportunities.
TL;DR Make squishy burst melee rogue with more dodging and crit capabilities
Sorry if I sounded like I wanted to reinvent your rogue class.
The only thing i despise about the game in general are traps. I hate how they take 3/4 of my hp, and all the traps seem to be higher level than be so i have like 15% chance of disarming them. Also, they always seem to be around doorways and around chests, which sucks. I wish that monsters can step on them
All in all, great game for cheap price, keep up the good work!
Can't wait for the complete game!
there are some things I want to point out.
Stats
STR 2 STAB III
END 1+1 Stealth I
AGI 5 Sneak Attack I
INT 1 Kick I
AWA 1 Evasion I
PER 1 Recovery I
Assassinate I
I'd like to apologize in advance if I seem to be redesigning rogue class.
First Matter:
My idea of rogue is stealth+stab=crit for tons of damage.
However, the cooldown of stealth is way too long to decapitate each monster.
I feel this gameplay is very unsatisfying as I have to wait 25 seconds in between each monster, and 30 seconds for evasion.
I remember when I was level 7, and my stealth was level 1, I hunted minotaurs and they usually had less than 10% chance of hearing me. The sneak attack did 50-75% of their health and i used evasion to reduce the damage and finish the monster.
I feel like the stealth mechanic should be changed, my input would be to:
-Increase the chance of them hearing me for a level 1 stealth.
-Shorten stealth cooldown
-Ability to stealth in combat with a low success rate (increase with skill level). Monsters will start regenerating health after two seconds out of combat. However, in those two seconds, they will attack companion or swing in random directions, and reveal you if they hit you. If you can hit them while stealth, enable crit.
Second Matter:
However, the rogue in this game does not feel squishy enough, with the above mentioned, it feels like it's not risky enough. Rather than agility increasing armor, increasing it's chance to evade skills or parry with a light weapon seems more accurate for a "rogue". I feel like rogue class depends more on luck and dodging is a good way to define that.
Third Matter:
New skill, Dual Wield (daggers).
A point in this skill allows the ability to dual wield.
Activating this skill increases the attack speed by a %, but decreases defenses (dodging) as well.
-With this being said, I'd also like another skill, to hit AOE with dual daggers.
-Therefore, change text: keep stab (with one weapon),
or attack in quick succession with both daggers,
and help ranged rogues (headshot): Ensures critical strike dealing increased crit damage.
Fourth Matter:
All "rogues" use poison. I feel like removing poison dagger drops and store from the game. Instead, rogues can apply a poison coating (with the advanced skill or crafting (sorry I don't know much about your future plans on crafting)) to their (elemental) daggers and lightswords.
Fifth Matter:
Remove kick or move it to the trap. Instead, maybe drop a trap and roll backwards, evading all attacks for 0.75 seconds. Also, instead of just having more traps, make the traps bigger, so rogues can have an AOE skill, and make the monsters bleed!!! Then STAB STAB STAB STAB STAB, feels good.
Sixth Matter:
I'm not a ranged rogue, but i really don't think sprint is a "fun" spell. Perhaps a single target stun, incorporate bleed into ranged rogues, or volley of arrows.
Seventh Matter:
I think you probably have more advanced skills in mind, rather than just two melee and two ranged skills, so I'll leave this open for now. Oh, and remove kick.
Eighth Matter:
I'm not sure if you want to even consider this skill for the theme of your game. Blink behind your enemy and crit them. Activate within the next two seconds to blink back to your original spot, (dodge one attack).
Ninth Matter:
Lower agility trait base damage scaling on light weapons to adjust to more crit opportunities.
TL;DR Make squishy burst melee rogue with more dodging and crit capabilities
Sorry if I sounded like I wanted to reinvent your rogue class.
The only thing i despise about the game in general are traps. I hate how they take 3/4 of my hp, and all the traps seem to be higher level than be so i have like 15% chance of disarming them. Also, they always seem to be around doorways and around chests, which sucks. I wish that monsters can step on them
All in all, great game for cheap price, keep up the good work!
Can't wait for the complete game!