Rougue - what is missing?

Hello community.
I feel that rogue is missing something. I think it’s mainly that just using basic and core attack gets monotnous after a while. This might be a design choice: the barbarian gets a larger variety of attacks while the rogue can modify and improve his attacks.

  1. The issue with that is the imbuement system makes it feel neccessary to take one imbuement for its power while not offering an interesting choice during combat: It seems to be designed around choosing a single imbuement rather than being able to choose during combat how I want to imbue my next attacks.

  2. The combo point system could be much more interesting as well and offer more than the current damage number increases. The assassin in diablo 2 had much more interesting skills that changed depending on how many stacks were built up. Something like that could be implemented in diablo 4 as well.

  3. If modifying and building up strong attacks is the theme of the rogue, then there could be more ways to do it. There are only a few skills like the one that lets you vanish and gurantees the next attack being a critical hit that are interesting to use. I feel like the rogue could in general have some more tricks at his disposal.

  4. The current number of skills slots feels too low: using a basic attack, energy spender, imbuement and ultimate skill already uses up 4 slots. Now one can fill them lets say with caltrops and the dash to be good at kiting which results in the rogue feeling like a one trick pony instead of having a variety of unique skills to use depending on the combat situation. 1-2 more skill slots would enable more interesting builds.

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Rogue miss pets! in D3 DH has pets, in D2 Amazon has at least a mercenary to tank, in D4 nothing - that makes playing ranged impossible, considering screen in D4 in more zoomed like in D3 so not too much room for manuever.

I agree that we need more skill slots. Felt this across multiple classes. I think it’s because an ult is basically required which means you’re losing out on a slot for everything else

Are you saying that marksman rogue is hard in boss fights?

The Rogue is missing an ultimate I even remotely care about…

Give me a superior shadow step where I zip between several targets and do massive damage before porting back to where I initiated the attack from…like Nightcrawler when he was under the effects of mind control and forced to assassinate the president!

I think the rogue need some more traps.
The assassin aspect they made extremely well.
The hunter and rogue are more of trapping monsters to eliminate them, play style. I would prefer if they made a cowardly play style possible, where you place some traps, bombs and other things like in the boss fight with perithan, quest from lacthan, he just spammed the whole area full of traps. True rogue style.
The imbument system is ok, but why can’t I imbue every single skill I want, so far for customizing everything with rogue. There is room for improvement. I have some insane ideas with rogue, but these builds currently are not feasible like in d3 elemental arrow. The coolest looking skills are always forgotten.

I bet at launch there is not a single player using caltrops.

Actually looking forward to using caltrops after I can get the trap capstone in rogue. Thinking of going shadow imbuement so I have the shadow, poison, and chill. I believe rogue has explosion based on combining damage types IIRC.

Yeh the toxic/icy alchemist aspects. Damaging a chilled/poisoned enemy with a shadow imbued skill has a chance to cause an explosion of poison/ice. Dropping caltrops and poison traps then using shadow imbuement and blasting them sounds really fun. I wonder if an enemy can have both explosions trigger at the same time?

Also the infiltrator aspect that lets you have no cooldown on poison trap while stealthed. You can have the evading through enemies affected by shadow gives you stealth to activate it.

Now that you remind me of it, the elemental arrows were really fun. Maybe one could bring them back as part of the combo point system:
1 combo point = add elemental effect
2 combo points = add a small AoE in addition to the elemental effect
3 combo points = all of the above and make the elemental effect stronger

Or combo points could interact with imbuements making them stronger.
I’m just bouncing off ideas.

Didnt take me long looking at builds for my rogue to realize that shadow imbuement was pretty much a must have in any build for non boss killing. And i would swap to poison for bosses. And thats something i dont like in any game,having those MUST have skills or your build will be/feel bad or lacking. No matter how i tried building i felt like i handycapped myself when i didnt use imbuement skills.

it’s missing lightning trap spec

I think the idea around hunters is more a hybrid style play where they can escape/do stuff in melee when enemies close.
We don’t know what legendaries will play like yet. I got a ring where shadows explode and became vastly op as a shadowstep rogue build. I built it like a classic hemo rogue basically.