Rogues, traps and dodging spells

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yufra
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Rogues, traps and dodging spells

#1 Post by yufra »

One of the classes I have dabbled with is the Rogue class. The class description and some source-peaking looks like more trap control including setting them is down the line, and thought that I would start a discussion on what people would like to see in the trapping department. Someone else had mentioned a Trap Avoidance talent instead of Trap Disarm, which I think would be quite nice. On the trap creation side I see two possibilities:
  1. Make the traps objects that can be recovered with Trap Disarm and then have a Trap Set talent to place them.
  2. Have a Trap talent category that is similar to Alchemist's Infusion category. Different types of traps would be different talents and would cost stamina and/or stun for a short while (like Meditation).
Another rogue-related note is survivability against ranged foes. The warrior classes have Rush to quickly close distance, and I suppose the Rogue has Stealth that can allow him to do so too. Against archers the high defense would help, but what about magic users? Should evasion apply to magic? The way magic is setup actually does confuse me... it can be resisted but never dodged. Are there any plans to make non-area spells operate with the new projectile system?
<DarkGod> lets say it's intended

Elkan
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Re: Rogues, traps and dodging spells

#2 Post by Elkan »

Given that surviving by traps alone would be extremely difficult and the number of talents a rogue would already have to buy into separate talents for different sorts of traps would probably be overkill, but one talent for placing traps would certainly be reasonable

darkgod
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Re: Rogues, traps and dodging spells

#3 Post by darkgod »

Why would it be harder than surviving normaly ?
Obviously you cant rely on them full time but you could have things like multiple trap setting, trap "launcher", .. to facilitate your life.

As for magic, the spells (some of them) use projectile too, you'll notice them.
Some move slowly, like fireflash, it can be possible to dodge it, although the area of effect is big.
I am planning on giving some class (rogues fit the bill quite well, meta/temporal school mage too) a "bullet time" talent that slows all projectiles in a zone, making dodging easy, maybe even throwing them back
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Elkan
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Re: Rogues, traps and dodging spells

#4 Post by Elkan »

I'll admit I hadn't given the concept of a trap launcher consideration.

With it then traps just become another interesting sort of projectile weapon but without it, using it on mobs which are disinclined to move such as archers or mages could be deeply problematic.

darkgod
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Re: Rogues, traps and dodging spells

#5 Post by darkgod »

Well traps are not an all emcompasing anwser too, they can be fine against melee and weak against ranged, you also have stealth to close the distance.
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Flitvious
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Re: Rogues, traps and dodging spells

#6 Post by Flitvious »

Rogues can really benefit from some "tricky" talent to counter ranged attackers and all that "run-or-die" type of encounters. I imagine "poison-brewing" talent, which turns regular potion into its evil twin, so it can be thrown for some effect (manaburn potion for mages, dim vision for archers, smoke to provide cover for quick escape). Each subsequent level of talent could add a new type of potions to rogue arsenal, or just make potions more potent with added duration or splash-damage.

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