I got to play some of the PTR last week. See my feedback and suggestions for the Rogue below.
Original document: https://docs.google.com/document/d/19otU0XyH1tV8gLQoBtwiw9X5Bxot1Iu3agAI-syzUbo/edit?usp=sharing
Reddit post: https://www.reddit.com/r/D4Rogue/comments/1c3lbzg/bowas_diablo_4_rogue_feedback_ptr/
Summary of Issues
- Combo points are too dominant out of the 3 specialisations
- Puncture is too dominant out of all the basic skills
- Melee builds are more or less viable to play, but don’t feel as fantastic as before
- Ultimates are limited in their use cases and general effectiveness
- The removal of damage reduction from affixes has made survivability for Rogues challenging
- Most Rogue uniques are underperforming or not build defining enough
- Some build archetypes are not yet viable
- One-shot builds currently trivialise boss content
Note: not all these issues will be wholly addressed here, though it’s still important to point them out.
Preface
- This feedback has been prepared after playing the PTR in the lead up to Season 4 and contains suggestions to address the stated problems above and any other specific problems outlined in further notes
- We will assume that Pit 200’s and Tormented Uber bosses are the chase achievements for a season. No matter how strong a build is, these bosses should always remain challenging on some level
- This feedback will focus on changes that can be implemented for the Season 4 patch or a mid-season patch. This feedback will refrain from suggestions that are best suited for an expansion
- All uniques will need to be revised with the new itemisation updates. Any feedback about uniques here will focus on their aspect powers or available mods only and not tuning of existing affixes.
Resolved in the PTR
The following items were resolved in the PTR and should be kept in mind when reading the rest of this feedback.
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Close Quarters Combat : The tempering affixes and the new Gems add a lot of Damage to Crowd Control enemies on offensive slots. This addresses the heavy nerfs that Close Quarters Combat received in Season 3. Together with how much easier it is to stagger bosses, this will now do reasonable damage going into Season 4.
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Victimise : The changes to Victimise to fix its damage bugs and increasing its lucky hit has put Victimise in a good place for Season 4. There’s some cases where Victimise double dips on certain damage but the cases seem natural and not imbalanced compared to alternative key passives (Precision, Close Quarters Combat). If more double dipping scenarios are found and are easily exploited, then Victimise may need a nerf in the future.
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Poison Imbuement : With buffs to both Bane and Tracker glyphs as well as Close Quarters Combat mentioned above, Poison Imbuement no longer needs a buff.
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Precision : With Close Quarters Combat and Victimise being competitive options now, nerfing Precision doesn’t sit right and will become far too niche, so the proposed nerf has been withdrawn.
Skills
- Primary Forceful Arrow : Make all enemies hit after the initial pierce vulnerable as well.
Every 3rd cast of Forceful Arrow makes the first enemy hit vulnerable, but this currently doesn’t carry through to enemies hit thereafter.
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Invigorating Strike : Merge the current Enhanced Invigorating Strike benefits into Invigorating Strike’s baseline skill.
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Enhanced Invigorating Strike : Change to “When you hit a Healthy enemy or hit any enemy 3 times with Invigorating Strike, your next evade will give you 20% energy regeneration and movement speed for 4 seconds“
Currently “Enhanced Invigorating Strike” grants “Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to 30%” and should be merged into the baseline skill. Adding a movement speed bonus to Invigorating Strike will add some extra mobility that will be especially useful for levelling builds.
- Barrage : Spread Barrage arrows more evenly to not shoot as many arrows off to the sides as the number of arrows grows.
Currently Barrage with Cunning Stratagem shoots the last 4 arrows off to the sides which have a low chance of hitting anything. This change should make the probability of hitting stuff with the extra arrows higher.
- Flurry : Increase the combo point damage scaling from 1.75 to 1.85 at 3 combo points.
- Flurry : Increase the lucky hit chance from 10% to 13%.
- Advanced Flurry : Increase the damage bonus from 30% to 35%.
These will increase the damage of Flurry to make it feel a little less terrible against bosses. Advanced Flurry utilisation may be affected by Jugganaught’s aspect which increases evade’s cooldown, hence the further increase in damage for this node.
- Reactive Defense : Change to “Gain 3% Damage Reduction from Distant Enemies, or instead gain 6% Damage Reduction while inflicted with Control Impairing Effects”
This change will add some modest damage reduction benefit versus distant enemies when the Rogue is not crowd controlled.
- Enhanced Smoke Grenade : Reduce the damage bonus to 10% but make it work on bosses and unstoppable enemies for a flat 2 second duration.
This will shift some of the utility of smoke grenades towards bosses to make Smoke Grenade more usable in more scenarios.
- Dark Shroud : Reduce the cooldown duration from 20 to 16 seconds and add cooldown reduction for additional ranks to Dark Shroud.
Dark Shroud is very useful for damage mitigation but is far from ideal to put into the skill bar due to its long cooldown duration. This change should be a big help for melee based builds that don’t or can’t use Umbrous Aspect that want to explore additional damage mitigation options.
- Poison Trap : Increase the damage from 396% to 450%.
This change will make pure trap based builds more viable.
Poison Imbuement : Increase the damage from 100% to 120%.Blended Poison Imbuement : Reduce the increased poisoning damage from 75% to 60%.
Poison Imbuement to be tuned a bit stronger overall, and more so independently of learning the Blended Poison Imbuement node. Great for melee builds that can’t take advantage of Precision in particular.
- Blended Cold Imbuement : In addition to the instant freeze, when one or more enemies are frozen by Cold Imbuement, gain 20% damage to those enemies for 6 seconds and reduce the cooldown of Cold Imbuement by 3 seconds.
Blended Cold Imbuement has never been a popular choice throughout Diablo 4. With freeze on lucky hit tempering affixes being introduced in Season 4, Blended Cold Imbuement in its current state will be totally redundant and needs some extra utility to have some relevance.
- Shadow Clone : Apply legendary aspects, paragon nodes, glyphs and other modifiers on the Rogue onto the Shadow Clone. In exchange, reduce the Shadow Clone’s damage from 60% to 45%.
- Supreme Shadow Clone : As per above, reduce the additional Shadow Clone damage bonus from 20% to 15%.
Currently the Shadow Clone takes on 100% of the Rogue player’s stats. However the vast majority of the Rogue’s damage comes from its other modifiers, making the Shadow Clone only do small fractions of the Rogue’s damage. Shadow Clone should also benefit from enhancers such as Trickshot or Repeating aspects but not trigger any lucky hit effects. Shadow Clone should not use imbued attacks unless the Rogue is also using Aspect of Imitated Imbuement.
- Momentum : Increase movement speed from 15% to 20% and add 10% dodge chance.
The reward for momentum has been overlooked as damage output has been favoured when survivability has not been a major issue until now. This change along with the removal of damage reduction from gear will make this passive more attractive for melee builds.
Precision : Reduce the additional Critical Strike Damage bonus from 15% to 13%.
Precision synergises with combo point attack rotations very well and is one of the reasons why ranged combo point builds have been dominant in Season 3. To put this into perspective, an Inner Sight based build takes more than twice as long as Combo Point based Precision builds to take down high end bosses. With the reworked itemisation in Season 4, Precision will still see a net buff, so this change will just lighten that buff a bit.
- Precision : Remove the small Precision stack delay so that stacks gained are gained immediately.
This is a quality-of-life change to make Precision more intuitive to play by making Precision stacks immediately rewarded to the Rogue ready for that large follow up attack.
- Exposure : Increase the damage and size of all traps by 10% and increase stun grenade damage from 40% to 50%.
In addition to Exposure’s current benefits, increasing the size of all traps (including Death Trap) will allow pure trap builds to deliver damage to more enemies at the same time. Death Trap will be able to pull in more enemies this way for greater utility.
Specialisations
- Inner Sight : Marked enemies increase your critical strike chance against them by 10%, while in Inner Sight do 10% more damage.
Despite the recent buffs to Inner Sight, a build using it still has markedly lower damage output compared to combo points. Making marked enemies receive more damage will also provide a small additional benefit for attacking marked enemies and improve Inner Sight’s performance in boss fights.
- Inner Sight : Rework the mechanic to refund 100% of the energy spent instead of reducing the energy costs of core skills to 0.
This small quality-of-life change to Inner Sight will allow energy consumption based mechanics like the Second Wind passive to work while in Inner Sight. Note that Channelling Shrines run into this same issue and a change should be applied to the shrine effect as well as long as it doesn’t break any other class mechanics.
- Inner Sight : Gauge should fill up from damage over time effects and damaging enemies with barriers.
Inner Sight has cases where the gauge does not fill up. Filling the gauge in these cases should make Inner Sight gameplay more consistent.
- Inner Sight : Rework the gauge fill up mechanic to be less weighted on fractions of life removed from enemies.
Currently it requires roughly 1/6th of Nightmare Dungeon 100 boss and 1/12th of a Pit 200 boss’ life to completely fill the Inner Sight gauge, even though Pit 200 bosses have many times more life than Nightmare Dungeon 100 bosses. This results in exponentially higher Inner Sight downtimes for the more difficult bosses and for attack rotations much more likely to fall off because of running out of energy. Smoothing out this curve to make Inner Sight behave more consistently across different levels of content will make Inner Sight builds less frustrating to use.
See 2 timestamped videos below for comparison purposes:
Video | Boss | Fill up time |
---|---|---|
https://youtu.be/kVsrea_7ilo?si=S0BQLpW44ZD7J_jU&t=4 | NMD100 | 2 seconds |
https://youtu.be/Dk9lHskrjEA?si=4ol11OoSSUHkNXLR&t=356 | Pit200 | 13 seconds |
- Preparation : Increase the cooldown reduction on ultimate skills from 5 seconds to 6 seconds.
Increase the potency of Preparation in light of gear in Season 4 having high amounts of cooldown reduction.
Paragon
- Diminish : change the damage reduction bonus to apply for all types of damage received from Vulnerable enemies.
Diminish’s damage reduction bonus is too conditional, and with the scarcity of damage reduction options this change will make this Glyph more attractive to use.
- Fluidity : Increase the energy regeneration bonus from 9% to 13% and also gain 10% Mobility Skill cooldown reduction for 6 seconds.
With energy sustain options increasing in Season 4, the current bonus is boosted to help match the options that will be available. Some extra utility should be added to this glyph to make it a more all round attractive option to use.
- Tricks of the Trade : Increase the damage bonus from 25% to 30%.
This damage bonus will improve cutthroat based core skills and make cutthroat based basic skills more enticing options to use. This will also help alternating cutthroat and marksman dual core skill based builds like Flurry with Rapid Fire.
- No Witnesses : Keep the same benefits, but also increase the total damage bonus by 20% when your ultimate skill is cast with Preparation.
This will make ultimate skills and other accompanying skills more punchy overall while making it impactful with minimal investment into Ultimate Skill Damage bonuses. For example if you have 0% Ultimate Skill Damage, your total bonus will be 20%.
- Leyrana’s Instinct : Increase the Core Skill Damage bonus from 25% to 35%.
The removal of Core Skill Damage from item affixes has indirectly nerfed this node. This change is designed to help offset the effect of this nerf.
Aspects
- Pestilent Points : Make this aspect work for all Rogue basic skills.
Why Blizzard made this aspect only work with Puncture is honestly beyond me.
- Arrow Storms : Increase the base damage of Arrow Storms by 50% and increase the damage bonus from 35% to 48%.
- Vengeful : Increase the base damage of Arrow Storms by 30% and increase the damage bonus from 40% to 48%.
Arrow Storms currently do not deal enough damage to be worth using long term.
- Enshrouding : Change to “Gain a free Dark Shroud shadow every 3 seconds when standing still, or when you Dodge an attack at a 22% chance. Each Dark Shroud shadow grants 2.5-4% increased Damage Reduction.”
Enshrouding aspect is under-used and lots of combat requires moving away from incoming attacks in order to avoid death or crowd control. With dodging attacks now adding a chance to gain a dark shroud shadow, Rogues and melee rogues in particular won’t be penalised as much for standing still.
- Cruel Sustenance : Increase the amount of life gained per enemy damaged from Victimise.
- Stolen Vigor : Increase the amount of life gained per second per Momentum Stack.
With the removal of damage reduction and survivability in Season 4 being weighted towards maximum life, the effectiveness of Cruel Sustenance and Stolen Vigor has been indirectly nerfed. An increase to the healing amount is needed to compensate for this indirect nerf.
- Explosive Verve : Change to “Your Grenade Skills count as Trap Skills. Whenever you arm a Trap or drop Grenades, you gain [10-25]%[+] increased Movement Speed for 3 seconds. Grenade Skills that hit enemies activate Trap Mastery.”
Mixing Explosive Verve and Trap Mastery allow greater uptime on Trap Mastery during combat and new ways of activating Trap Mastery before engaging in close combat. Note that the Trap Mastery effect will only work if you have 1 or more ranks in Trap Mastery.
Uniques
- Windforce : Change ranks to Concussive to Marksman Skills. Remove the lucky hit chance requirement on the aspect.
- Eaglehorn : Change Physical Damage to Dexterity. Make the aspect every 3rd cast instead of every 4th cast and double this damage bonus versus bosses.
Changes to both bows above should help them be more competitive inline with Skyhunter. Windforce being the general all rounded option, and Eaglehorn carved around penshot and Victimise.
- Condemnation : Change the damage bonus from 20-40% to 25-40%.
This change should make finding a not-so-terrible Condemnation easier.
- Eyes in the Dark : Keep the damage bonus, but make Death Trap re-arm itself at a random nearby location when it kills an enemy or hits a boss.
There is no real use case for Eyes in the Dark right now. Either you hit a boss, kill an enemy, or missed completely and have to kite an enemy into the Death Trap. Having Death Trap re-arm at a random location after it kills an enemy or hits a boss has a chance of getting more free kills or free damage while fitting with the theme of “Eyes in the Dark”.
- Cowl of the Nameless : Change the lucky hit chance bonus to also work versus bosses and players.
The lucky hit chance affix spawning on helm slots in Season 4 will overshadow Cowl’s 25% lucky hit chance vs crowd controlled enemies. Making the lucky hit chance bonus apply to bosses and players opens up the uses of this unique in other scenarios.
- Grasp of Shadow : Change to “Damaging an enemy with a Marksman or Cutthroat skill has up to a 20% chance to summon a Shadow Clone that mimics your attacks for 5 seconds. This effect can only occur once every 10 seconds.”
Grasp of Shadow in its current form often summons the clone too late and/or misses. Having the clone active for a short period of time mimicking your other attacks would however be more useful.
- Beastfall Boots : Reduce the damage per energy bonus from 0.5-1.5% to 0.5-1% and cap the total damage bonus to 110%.
Beastfall Boots have been used in “one-shot” builds to cheese all boss content. This change will remove the one shot potential without destroying the theme or purpose of the boots. With the extra ultimate cooldown reduction and maximum resource bonus potential available in Season 4, the damage bonus can be triggered more often and triggered more often with sufficient energy to get the maximum effect in normal gameplay. If possible, cap the resources spent in line with the damage bonus cap.
- Scoundrel’s Leathers : Rework to spawn traps under enemies on hit rather than at the mouse cursor’s location and fix the spawn rate of traps to match the tooltip’s description.
Currently Scoundrel’s Leathers do not spawn traps often enough (see Scoundrel's Leathers unique not spawning traps as often as it should) and have a weird mechanic where they spawn near the mouse cursor position (see one of Wudi’s latest videos).
- Word of Hakan : Rain of Arrows casts with Word of Hakan to apply the Prime Rain of Arrow’s imbuement potency bonus.
- Scoundrel’s Kiss : Rework to lob arrows in a small cluster-like formation instead of a straight line.
This turns Rapid Fire with Scoundrel’s Kiss into a skill shot that can be done at range instead of arrows spreading over a long line that derps its single target damage potential. Enemies caught in the middle of the cluster will then take the most damage while enemies clipped will only get explosions from 1 or 2 exploding arrows.