Rogues in Focus, and a fair number of Cunning Plans...

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Nagyhal
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Rogues in Focus, and a fair number of Cunning Plans...

#1 Post by Nagyhal »

Myself and numerous other... gentlepersons of resource have been having a rather impassioned debate on IRC about the disadvantages that rogues in Maj'Eyal may or may not face, and the opportunities that might await them in the future.

Now, there has been a lot of talk as to whether the rogue is underpowered or not, and a lot of work has gone toward them in the form of improved traps and artefact daggers, of late. What they certainly are is a uniquely alluring class, with many gameplay effects peculiar to them such as Stealth and trap-laying.

There is too much for myself alone to go through at length, so I invite any who have feelings about this to join in and speak for themselves. To dispense with the preamble, then, let us with the aid of a few of my field notes peer back into another time and place, to view ideas as they jump freshly-formed out of the heads that thought them:

Stamina

What set most of this discussion off was my moaning about low-level rogues after trying them in the Arena:
<Nagyhal> drquicksilver: Rogues run out of stamina completely when faced with excessive challenge, at which point it is not the player's ability to manage cooldowns, tactical positioning and a complicated but subtle resource system that dictate the outcome of a combat, but instead the cruel denial of the game for the player to do anything but run away like a frightened woodlouse.
<Nagyhal> drquicksilvers: Players should be, if not rewarded, then at least respected for taking on such challenging fights, or at least be given the option to play a slower, more resource-grinding technique for the duration that they do so.
My esteemed interlocutor, drquicksilver, does not share the vehemency of my views, but concedes:
<drquicksilver> certainly it's a bit unusual for a class not to have starting access to good regen on its primary resource
<drquicksilver> and most other classes start with access to resourc-regen talents where appropriate
<drquicksilver> the mana classes start with a manasurge rune
<drquicksilver> the equilibrium classes get meditate
Now that I'm a little calmer, I can accept the way it is. I can accept the design intention that Combat Veteran is a talent tree for experienced warriors, and not the alley rogue that scuttles out into adventure with two kitchen knives and a vengeance. You can play your battle-ready laster, or your frail, hit-from-the-shadows-and-run type cutter. There's always the option, though, that:
<Reenen> suggestions is: Lock lethality (or at least remove the stat point there) unlock combat veteran(t) and unlock field control
<Nagyhal> Reenen: I'm of the opinion this would demand the adding of more unlockable trees! This might not be a terrible thing, with other 'iconic' classes like the Fighter and the Archmage having masses of them.
Why lock lethality? Answers in the next few sections. So much has been gone over on the topic of stamina that it demands another thread, which I'll make in a short while.

Lethality
<FinalMaster> Lethality should be right out changed
<Nagyhal> Lethality... increases your crit chance, and grants increasing stamina upon killing an enemy </trollface>
<Reenen> i like shadowstrike
<Reenen> and would like synergies
<tiger_eye> yup. lethality should increase critical hit damage multiplier, too
<FinalMaster> FM Proposition 1.2 for New Lethality - Cunning based passive - Initial Effect Increase crit damage mod by x% ; Secondary Effect [Triggered] when you kill an npc, you gain y Accuracy for z [short duration] turns
<FinalMaster> Classes do NOT start with a point in New Lethality
<FinalMaster> tiger_eye, yes, that. It should just replace Lethality as it's effect
<tiger_eye> that seems awfully similar to Deadly Strikes, though. to me, lethality suggests you have a higher chance on killing something, not getting a bonus after killing something. So, why not just
<tiger_eye> my idea for lethality is to increase the critical damage multiplier
<tiger_eye> FinalMaster's idea is to increase accuracy if you kill something
<Nagyhal> tiger_eye: Crit damage modifier alone would be much better, but I think FM's idea would add much needed cool factor. Crits could get crazy good, with this, but that's not the talent's problem alone...
<Nagyhal> My interpretation of that was that you get increased accuracy on your next strike.
<edge2054> I think crit damage multiplier could work.
<FinalMaster> That way, once you become lethal, you can continue to be lethal if you meet the requirement [killing]. Deadly strikes works similarly, but not using the same trigger. New Leathality requires a kill, deadly strikes is a tac on.
<edge2054> But it could get overpowered too. That stealth talent is already increased damage multiplier and it's a guaranteed crit.
...
<FinalMaster> What if it were +physical penetration instead?
<FinalMaster> That is atleast useful
<edge2054> critical power is useful
<FinalMaster> It is, but it's also getting to be too common
<tiger_eye> too common? there are no talents that currently boost it, is there?
<Nagyhal> That would be pretty awesome, but... I thought phys resistance is generally for things that don't have typical 'weak spots', stabbable anatomies. Great constructs of bone and the like.
<edge2054> If rogues need physical penetration talk DG into giving them the tactical tree.
...
<Nagyhal> yeah. Would the rest of you consider raising Lethality's talent level, even if it gave you rather little crit damage increase? i.e. 10%-15%?
<edge2054> I would Nag
<edge2054> Especially on a shadow blade or non-trap rogue.
<Reenen> I would be happy with 5-10% per level
<tiger_eye> yeah, 5-10% per level would be nice
Strength Builds
<drquicksilver> Reenen: I'd kind of like rogues to explicitly have a strength build as well as a cunning build
<drquicksilver> Reenen: and only get lethality in the cunning build
<Nagyhal> Some of us have expressed a wish to see a quirky Strength build possible for rogues. Maybe I should just try it and not raise Knife Mastery? But would anyone seriously accept, say, a Technique / Brutish Blows talent tree?
Or dare I say, a Ruffian subclass? We've had a lot of talk about whether strength's not affecting weapon damage for rogues makes sense or not. I rather feel this would be bonkers and doesn't need to be thought about in a hurry, but:
<tiger_eye> rt. regarding daggers, why not just make the dammod [ 0.6*dex, 0.25*str, 0.25*cun ]
<Nagyhal> Going off what FM said and what tiger_eye suggested for daggers, Lethality could potentially make str input -> cun input at a grade.
Shadow Strike

Whispers begin anew. This is something we're just currently discussing in the chat channel.
<edge2054> tiger_eye, shadow strike was built before critical_power was added to the game. It's possibly an oversight.
<tiger_eye> good to know, edge2054. right now, the +71% critical damage I get from my equipment is pretty much useless to me, and there was no way to know this except for looking closely at the damage output or diving into the code
<drquicksilver> I think critical strike and shadowstrike should combine in some way
The Rest

That's all I can collate for the moment. For anyone who feels they have been misquoted or their ideas misrepresented, I shall make efforts to change that! People have been pestering me to get this thread under way so that they can add to it, so fire away, is what I say!
Last edited by Nagyhal on Tue Apr 05, 2011 9:42 pm, edited 1 time in total.

edge2054
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#2 Post by edge2054 »

There where some other thoughts in that discussion on IRC last night. Some people (namely myself :P) are vehemently opposed to changing the daggers working off cunning for rogues and shadowblades thing and thus opposed to locking lethality at the start. That said I do believe the talent and ultimately that tree could use some help.

Some rough ideas that came up last night for the lethality tree as a whole.

Lethality - Give this talent some critical power.
Deadly Strikes - Rewrite this talent to do something else. Something suggested was chance to kill on crit. The argument for this comes down to precision (the talent). Rogues and Shadowblades already have one talent that gives APR do they really need two of them?
Sharpened Blades - Adds bleed damage on crit that reduces healing on the target.
Killing Spree - Every kill resets the cooldown on one of your techniques or cunning talents up to talent level %d.

Also mentioned today was shadowstrike not stacking with combat critical power. A proposed change would be to nerf shadowstrike a bit and let them stack. 12 * (tl - 1) was suggested. So 12 per tl after tl 1 basically (tl 1 gives you your autocrits).

Canderel
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#3 Post by Canderel »

Something else I saw someone post is that non-trapping rogues and shadowblades are very similar, but in favor of SB's because of utility.

For me possibly removing the new lethality for shadowblades and giving them a skill (preferably in an existing SB tree) that makes dagger damage from dex + mag and not dex + cun/str. Or just a skill that says for all cunning checks magic*0.5 will be used instead. (Scaling up to 0.85 or 0.9)


EDIT: Of high level shadowblades (only 4 lvl 40+ ones) all have only invested in lethality in that tree, 5, 3, and 1 and 1 which you start with.

1 invested 1 point in deadly strikes.

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Re: Rogues in Focus, and a fair number of Cunning Plans...

#4 Post by Canderel »

I'll make a new post because it's not related to SB's.

We said on IRC that switch place and cripple is underpowered / not so great.

tiger_eye
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#5 Post by tiger_eye »

This was indeed far too long a discussion in IRC to simply copy/paste to here. I will do my best to summarize what I took away from it, although I am sure I will not cover everything that was discussed.

For reference, I am currently playing a Thalore Rogue in beta 22:
http://te4.org/characters/4192/tome/c80 ... 1cc000edf0


Stamina

Keep in mind that, right now, there are three approaches to improve stamina: (1) invest in talents, (2) wear equipment, and (3) increase willpower stat.

There were two issues that we discussed in IRC.

First, default stamina regeneration rate (+0.3 per turn) is much smaller than what you can get from talents or equipment. Most of us agreed the default stamina regeneration rate should be increased to +0.4 or +0.5 per turn. My vote is for +0.4.

Second, investing in willpower does not seem like a viable option for many classes that use stamina. Investing in appropriate talents or wearing suitable equipment is much better than increasing willpower... but only if the class has access to the talents or equipment. Currently, 1 stat point in willpower only increases stamina by 2. FinalMaster suggested that 1 willpower should increase stamina by 3. In my opinion, this is a simple and elegant solution, and is better than having stamina regeneration rate also increase with Willpower (such as '0.01*wil per turn').


Locked/unlocked talent trees

If we improve the talent trees that rogues already have unlocked, then I think there is no need whatsoever to change which talent trees are locked and unlocked at the beginning.


Cunning/Lethality tree

Lethality
There was general consensus that this talent should also increase critical damage multiplier by about 4% per talent level. For simplicity, it should probably increase the critical hit chance by the same amount. Many other ideas were discussed for this talent, so I'll describe a few later in this post.

Deadly Strikes
From edge2054: "20 * tl% chance to instakill targets with low enough life on crit. Basically a passive death blow effect. Would fit the talent name and be more interesting than critical power."

Willful Combat
We were all confused why this talent scaled with willpower. This is a "cunning" tree, after all. So, simply make this scale with cunning (or perhaps combatMindpower) instead. If this is done, the name of the talent may need changed as well.

other ideas
Murder Spree - Gain x% Accuracy for y [short duration] turns after killing an enemy.
Killing Spree - edge2054, "when you kill something it lowers your cooldowns on talents on cooldown :)". Reenen, "murderspree 4th level, about 35 cooldown? with each kill it goes down 1?"
??? - +physical penetration for ...
Conniving Cuts (Sharpened Blades?)- make stuff bleed


Cunning/Dirty tree

Cripple
Reenen, "cripple looks sucky". Finalmaster, "Cripple doesn't cripple enough". So, we need to make cripple not suck by making it cripple more. Perhaps it could slow down the target as well. This wasn't discussed much in IRC, because I think we all left to get food :P.


Cunning/Stealth tree

Shadowstrike
auto-critical hit when attacking from stealth (as it is now). Increase critical damage multiplier by "12*(tl-1)". Hence, talent level 1 wouldn't increase the multiplier at all. The final critical damage modifier would be: "1.5 + (combat_critical_power + 12*(tl-1))/100", where "tl" is the talent level.


I will reiterate what Nagyhal wrote in the initial post: "There is too much for myself alone to go through at length, so I invite any who have feelings about this to join in and speak for themselves"

tiger_eye
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#6 Post by tiger_eye »

*bump*

"Heightened Senses" in "cunning/survival" is convenient to have, but it doesn't do much to keep the character alive or to help kill things, imho. I think it would be nice and appropriate to the name to add a small amount of "see invisible" to this talent, perhaps 1.5 or 2 per level.

TheRani
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#7 Post by TheRani »

I'd like it if instead of Snap, rogues could have a talent that does for stamina what a mana regen rune does for mana. Giving you a nice little chunk of stamina, and some amount of turns of sped-up stamina regeneration based on the talent level. In lieu of faster cooldowns, give us a means of regaining stamina quickly in a pinch.

konca
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#8 Post by konca »

I ve already posted a thread about rouges being seriously underpowered but it was bashed - "if you dont like them dont play them". I really like playing stealthy themed combatant but the thing is that number and skillset really doesnt cut it. Traps - imo completely useless even early game - you are better off with investing in combats skills + stealth. Why you can only put them near rougue + they damage rougue - imo they should have range to start with and trap mastery should only add more damage or some special effects. Rougue has 0 crowd control and its not "range" class like mage. Rougue later on the game solely rely on having luck and stay stealthed thats not so bad by itself but shadowblade can do that too + he has a lot more tricks up his sleeve and is much better combatant ( he attacks faster ).
I agree with changing wilful strikes to something usefull and i think he also needs something more combat oriented - maybe some skill tree boosting his fighting abilities
while stealthed?
Like :
1 passive +%speed while stealthed
2 %miss for everything targeted at rougue while stealthed
3 poisoned blade - active for X turns rougues blade is poisoned - attacks add poison damage + slow
4 throat cut - rougue jumps to target and strikes them for %X damage , this silence target and activates
stealth. - long cd + big stamina cost

Mb it looks powerful but the thing is that rouges skill trees look underpowered or mediocre - he really doesnt have something like bloodthirst of berserker and he hasnt to many trees either.

tiger_eye
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#9 Post by tiger_eye »

I like the challenging nature of rogues, and I wouldn't say they are underpowered toward the end of the game. They can actually get very strong. For example, check out my recent rogue winner (on Roguelike difficulty):

http://te4.org/characters/4192/tome/c80 ... 1cc000edf0

I didn't boost the trap talents, but I did seem to use the two traps I had very often. There have been discussions elsewhere about needing to increase the effectiveness of traps later in the game, but I haven't seen a proposal yet. Some people seem to love traps, and I can see how they would be fun with high talent levels. Oh, and I killed Bill the Stone Troll with a liberal use of traps--so definitely not useless early on!
konca wrote:Rougue later on the game solely rely on having luck and stay stealthed
Well, this sort of describes their early to mid game challenges, but I still don't completely agree. Rogues rely on the player having a keen eye, good wits, and being careful (in other words, cunning). Stealth is of course very useful, but it's not the only trick they have. Also, if I broke stealth but wanted to be stealthed, i would use Disengage to get away from any nearby enemies if necessary and use Hide in Plain Sight.
konca wrote:Rougue has 0 crowd control
Not true at all (but they do need to be careful early on against mobs, as do most characters). Sweep, Whirlwind, and traps are all great against crowds. Heh, I fearlessly charged most of the large crowds in the orc prides. It was the fastest way to kill 'em :wink: .
konca wrote:needs something more combat oriented - maybe some skill tree boosting his fighting abilities while stealthed?
Before I entered the High Peak, my rogue was doing 2000+ damage with a typical attack while stealthed. Whirlwind typically did 4000+ while stealthed. I shudder to think what kind of damage my rogue could do now. Hence, I don't think there's a strong need to increase combat while stealthed. ShadowStrike is plenty good.
konca wrote:1 passive +%speed while stealthed
Oh my, who wouldn't love this? This would almost feel like cheating :D . Thematically, though, I think it makes more sense for a stealthy character to move slower, not faster, because they are moving more slowly so as to not get noticed. For an idea like this to work, I wouldn't make it passive. It's intended purpose would be to allow for a hasty retreat. I would have this as an activated talent similar to Lightning Speed and not allow attacking or using other talents while active. Furthermore, perhaps it could decrease Accuracy, Damage, and APR for a few turns even after the speed bonus is finished. This would discourage the talent from being used offensively, and the rational would be that the character is winded and tired. All of this still probably isn't necessary, though, as one can simply use a movement infusion.
konca wrote:2 %miss for everything targeted at rougue while stealthed
Being stealthed already gives a character a really good defensive bonus. I think it actually divides the enemy's accuracy by 3. Very nice. Also, enemies have a hard time targeting a stealthed character, so that requirement doesn't make much sense to me. Rogues also have access to Evasion, which is a percentage miss chance.
konca wrote:3 poisoned blade - active for X turns rougues blade is poisoned - attacks add poison damage + slow
Yes! One of the biggest challenges my rogue had was killing things with 100+% physical resist. This wouldn't need to "slow" as well (especially since that's suggested for "Cripple") as long as this did a sufficient amount of poison/nature damage. Another major shortcoming my rogue had was ranged attacks (I got level 1.4 Mind Sear from escorts, thank goodness, since I wasn't even able to buy the archery talent in b22). If these were poisoned throwing daggers, then this would kill two birds with one stone.
konca wrote:4 throat cut - rougue jumps to target and strikes them for %X damage , this silence target and activates stealth. - long cd + big stamina cost
Hmm, I think rogues could maybe use a "Rush"-like talent in either Lethality or Dirty Fighting trees. Although they have access to "Rush" from the tree "technique/combat-techniques-active", that's a pretty low priority tree to unlock, imho, unless the character is built around it. Ranged enemies that always run away from you are annoying; it would be nice to have a better way to deal with those. But, one can also get a similar effect from a movement infusion (or boots of rushing). Heh, 85% of my movement infusion usage was probably to charge ranged enemies.

Thanks for you input, konca! I hope I don't seem to critical. Where is the aforementioned thread that you posted?

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Re: Rogues in Focus, and a fair number of Cunning Plans...

#10 Post by Hedrachi »

My biggest qualm with rogues is their total reliance on gear or antimagic for resistances. Most of the time you can move around and get somewhere where you don't need sweep/whirlwind to save you, and rogues excel at dropping the health of single targets quite readily... but that means nothing if you get frozen or stunned by something with a movement infusion going. So long as the RNG is nice to me I get good resistances going, but unless I get good stun resist by the time I see Wrathy, typically Wrathy makes my rogues die right then and there. And, I'd really rather not have to rely upon antimagic to deal with spellcasters.
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#11 Post by Giant mouse »

I think switch place could be improved if each talent point reduced fatigue cost by 5
And make evasion more valuable by having it avoid spells(this could reduce the anti-magic/gear reliance). As it is, evasion has very limited availably and is not very useful.
Keeping sources of evasion at its current level and improving its effect in some way(not necessarily the way I suggested) will improve rogues a lot.

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Re: Rogues in Focus, and a fair number of Cunning Plans...

#12 Post by Grey »

Some sort of spell evasion would be quite cool for rogues.
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#13 Post by tiger_eye »

Any goblinz around? Attached is a list of suggested tweaks to existing talents. No new talents are proposed, and no talent is replaced by a new talent.
Attachments
rogue_improvements.txt
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Re: Rogues in Focus, and a fair number of Cunning Plans...

#14 Post by Zaive »

I'd like to be able to put several traps on the same tile. Maybe some sort of combine traps talent or something...
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