I don’t want to compare Rogues to Druids or Necromancers because as far as I’ve experienced, they make WT4 Legions and World Bosses look like a complete joke even when they’re at level 60. I don’t want to compare Rogues to Sorcerers either because, well, who wants to do that to themselves. I just want to focus on what Rogues need to feel better, and balanced, at least in how I understand balance amongst the five classes. I’ve a combined 200 levels in Rogue right now, with over 300 hours of experience with them, and I do believe Rogue has a good foundation that is neither overpowered or underpowered. Unfortunately I have no experience with the other classes, and so can’t personally speak about their capabilities aside from what I’ve seen. I’m also not including PvP because 1) One step at a time, and 2) Who gives a **** about PvP in this game when people are running around with ~15k health and doing >500k damage against minions 50 levels higher than themselves.
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Dark Shroud. Whether it’s one of the three linked augments to Dark Shroud, or just part of the skill itself, Dark Shroud needs an ICD for when an orb can be “used up.” It’s pretty stupid using a 20 second cooldown, and then being shot offscreen by one porcupine that in less than a second destroyed all the orbs and made the skill and it’s cooldown completely worthless. I think a .5s or a 1s cooldown between orb charges would be fine, so the shroud can at least function for 2-5 seconds, which would equate to 12%-25% uptime of 40%(1 skill point) - 72% (5 skill points and a maxed aspect) DR.
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Siphoning Strikes. The change to Siphoning Strikes last patch is proof that very few people working on Diablo IV are actually playing Diablo IV. Which is understandable. When you don’t have your own QA team, that leaves only the art, design, sound, programming, etc. teams to play the game, but that’s not their primary job. They have a lot going on right now in their own fields given this beta that was released as an official game and upcharged to at least $70. So expecting them to ALSO play the game is a bit ridiculous, no sarcasm intended. They can’t work on class balance issues, they need to fix the actual game. Unless it’s the new norm to be able to play a game for an hour, and then restart the computer, to rinse and repeat until work, exercise, real-life social activities, or bedtime?
You have skills with a base lucky hit chance, and you have two different kinds of procs in this game. A non-lucky hit proc (The Vile Apothecary Malignant Heart): simple, easy, tried and true for decades. Then this new lucky hit mechanic proc (Siphoning Strikes), stupid, unnecessary, and most likely to be treated like a must-have gimmick eventually when lucky hits are buffed because the dev team can’t figure it out. So you take your usual awful lucky hit chance from the skill your using, compound that with your crit chance, and then apply a lucky hit chance on top of all that to find out that Siphoning Strikes is pretty bad. If you wanted Rogues to use other methods of sustain, then you could’ve buffed the other methods of sustain.
I was running around 50% crit on my TB rogue, with Siphoning Strikes, hitting about >15 mobs on average, and that things proc chance for the amount of health it restores is a joke. As soon as I ditched those skill points and grabbed the Momentum Aspect, it meant I could comfortably do T50’s again. All you’ve done is traded 3 skill points for an aspect slot.
You need to ditch Lucky Hits altogether, make things a simple to understand proc chances and make the Lucky Hit item affixes work with those base proc chances, or significantly buff lucky hits. One way gives you a coasting method with decades of data, and another gives you a gimmick that people will latch onto when the devs inevitably buff it.
It also only working for close combat is a bit unfair for the ranged builds out there, because what exactly is their sustain? Health Potions? Victimize with the aspect? Being close combat like the melee builds, in which case… Why do you have item affixes for Distant Damage when they’re going to be utilized like 10% of the time, vs. a close affix which could be utilized 100% of the time? Which leads me to #3.
- Swords, Daggers, Bows and Crossbows: It’s great you guys wanted to diversify builds, but you’re Icarus flying too close to the sun, and well, it’s clear over the past month that your wings have melted off and you’re free-falling now. Nerfing the damage types Rogues depended on, like 99% of the players out there, with no actual recourse, was one of the most small-minded design decisions ever made in the history of the world, not even just gaming. That’s like wanting everybody in the country to drive an electric vehicle by 2030, but not decreasing the costs or increasing the domestic manufacturing while decoupling from the suppliers of the components that make the cars possible.
The solution is either simple or more complicated. 1) Swords and Bows = Crit Damage, Daggers and Crossbows = Vulnerable damage. or 2) Decrease the attack speed of Bows to 1, and Crossbows to .8; while giving Bows +Attack Speed, and Crossbows +Crit Chance.