Rogues
Ninja-
Arguably one of the most powerful classes before it was nerfed, it's currently in good shape. This still doesn't mean it's where it should be. While it may be "Balanced" it's not fitting what I think is how the class should play. @
LightningCape cape a smaller conversation on how to rework ninja, but I'll reiterate. Currently ninja isn't exactly as stealthy as it's play style should be.
How we would rework ninja:
- Remove Blitz ( Not only does it not fit ninja [I hate ninjutsu ] it's really loud aka not stealthy)
- Remove Blind (Will be explained next)
- Remove the free shurikens from backflip (Skill already has enough utility.)
- Rework Smoke Bomb: You through a smoke bomb at your feat, blinding nearby enemies.
- Cooldown: 25 Seconds
- Duration: 1.5 + 0.035 CHA
- Stamina: 200
- Range: 4 block radius
- Regent: 1 gunpowder
- MAJOR REWORK: Fade-
- Fade is now a toggle skill. When toggled it make the user invisible. When active, the users stamina will be drained and his movement will be slowed (Slow I) (This is to prevent them form just using it to get away/chase and to make it more appropriate as if they have to move more carefully) This would allow ninja to constantly go in and out of visability providing a new dynamic to the class.
- Mana: 150 (So while a ninja CAN be invisible for a long time, they'll be punished for going out of stealth due to it's high start up cost)
- Stamina: 65 Stamina per second ( With this, a ninja wouldn't be able to stealth and regain his stamina mid battle)
- Cooldown: 5 seconds after you've become visible. You become visible when ever you: Take damage, deal damage, or use any skill (This includes fade which will simply reveal you.)
- Rework Eviscerate: (Renamed to Assassinate): Same everything, but requires sneak/stealth to use
- Rework Garrote: OK, IDK what happened here, but when I initially suggested garrote I suggested it as a stun. Now it's just an overall worst skill than kick: (Less damage, Less Silence, Longer Cooldown, Stealth/Sneak requirement.) How I wanted the skill is that when you are sneaking/stealthed you use a string in hand (Doesn't use the string just required in hand) and strangling the target doing damage and stunning them.
Ranger-
Ranger is in a pretty good spot atm. It has some problems, but I think a much easier to fix than something like beguiler:
- ExplosiveShot: Currently the skill is very powerful, but is a little to spammy and too easy to use.
- CD: Increase from 17->20
- Radius: Decrease from 4->3
- Add warm-up: 1 second
The next problem is AimedShot. While I think the skill is fine itself, the ability to shoot arrows while it warms-up shouldn't be allowed. To be honest I think the is a bug (Melee and other skills cancel it) and should be fixed.
Lastly I have a problem with Ranger's health. It's currently too high for a rogue. It's current 630 HP is tied with paladin making it relatively tanky. What I suggest:
Runeblade-
This class is in a pretty good spot atm. It's certainly viable, but I hear some complaints about it from time to time. From what I can tell, it's not that the current skills are "Bad" it's the problem that the class just has a lack of skills. I've spoken to runeblades and many of them like a mana draining skill (To fit their anti-mage nature). I've come up with 2 concepts to fit this idea:
- LeechingRune: Upon damaging a target with your sword you apply a Rune of Leeching, which deals an additional (25 + 1 per intellect point) damage. The target also loses mana equal to the damage delt.
- CD: 10
- Mana : 120
- Stamina: 40
- LeechingBlade (I'm bad with names ): Your blade drains (60 + 1.5 per wisdom point) mana from your target (within 4 blocks) and restores 75% of this damage to your mana
- CD: 10
- Mana: 0
- Stamina: 350
Bard-
With the removal of many of it's warm-ups bard is doing pretty well. My only problem with it is how it's scaling works. Currently, almost all of it's skills scale off of Charisma. While this in it's self isn't bad, the fact that It ONLY scales of Charisma isn't right. What I propose is that each skill will scale off what it does, but keep Charisma in charge of duration and and range:
- Strength Scaling Songs:
- Intellect Scaling Songs:
- Wisdom Scaling Songs:
- Charisma Scaling Songs:
- MelodicBindings
- Accelerando
Now this doesn't mean WarSong for instance only scales off of strength. The damage bonus will scaled with strength, but it's duriation/range will scale with Charisma. This Means that Str, Wis, and Int will affect the "potency" of the songs, but Charisma will affect the how long and from how far. This may intially look like a bard nerf, (It is in the sense that it will be able to do EVERYTHING really well) but if done correctly could allow Bard players to:
- Remain how they are, by spreading their attributes
- Specialize in a specific area by allocating in a certain stat.
This would work by increasing the scaling on songs dramatically, but since now they would have to spread their attribute even thinner it won't increase their effectiveness unless they choose to sacrifice another stat.
I don't think it's possible to go over it fully (With actually scaling numbers), but I would like the bring it up in this post extravaganza.
Finally, a small nerf to bards HP. Similar to Ranger, Bards HP of 650 is 20 more than a paladin. To fix this:
That's today's episode of "Balancing With Malik!" Hopefully you have new insight of the under the table deals of the "Rogue." Tune in tomorrow where we take a look at "Holy Healers"