Rogue Ideas

Started by Capricious, March 27, 2010, 02:09:55 PM

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Howlando

High level pure rogue only quest

Slippery Mind Feat given at 8 rogue levels (or 9...10...).

The thing about rogues is that are incredible for multiclasses but it is true they are very fragile as pure.

Capricious

Personally, I think the fact that so few pure Rogues are played for any real amount of time is telling. Players will play what they perceive to be strong classes, however here on EfU:A Rogue has frequently been called something you multiclass in, not take full levels in.

After playing the only true Rogue here who's been around for any length of time over the last handful of months it just has become increasingly obvious that they need some kind of help, especially as near every other class has gotten some manner of buff. This is why I started this thread, I think it's a shame that such a classic class is so underplayed, and making it so that there's more around would only be a benefit to the PW.

Egon the Monkey

Give them the something like ranger/druid skill/speed boosts but for city and sewer areas.
 For example:
5 Rogue Levels : +3 Listen/Search/Spot (in town, ruins or sewers).
7 Rogue Levels; 10% movement speed boost in towns, Opportunist (+4 AB when making AoOs), Defensive Roll or Dirty Fighting?

Most multiclasses only take 3 rogue, and this would let a more dedicated rogue have more handy abilities.  I don't think a 'pure' class is the key thing to promote bonuses for as you might just have one or two levels in another class to support your awesome rogueishness. That's the opposite of what it aims to block (1 rogue 6 fighter doing the Rogue Quest).  

EfU:A has a LOT of unsneakable foes, which may go some way to explaining why players prefer to round out rogue PCs by multiclassing. IMO more Holy Traps, and maybe  +AB vs unsneakable foes while flanking? Rather than aiming for the vitals, you aim more carefully?
 Not to mention that the level range really precludes ever getting rogue bonus feats, which you get every 3 levels starting at 10. Defensive Roll as a free feat for higher level rogues wouldn't be OP considering it's a Fate Domain freebie for clerics.

scrappayeti

I think that rogues are still a good class, its just that the current emphasis of the server has worked against them.

The current PvE public enemy number one is skeletons, and the Headhunters meant for a protracted time the main PvP was also skeletons.

I am sure the humble 'rouge' would have been more useful during the Orc problems.

Luke Danger

I say, if it's possible, give them earlier access to their special feats, if possible. For example, at L7 or so, they can choose one of the normal L10 Rogue feats (potentially having to do so via craft menu, I'm not sure), and give them a method to get past Sneak immunity. Perhaps enemies immune to sneak will instead of suffering extra damage, get hit with better AB, as Egon suggested? I'm just pitching the idea.

scrappayeti did hit a good part of the nail though, the 'main enemy' at this point is skeletal, hence why Rogues aren't doing so hot. If that's the problem, maybe some rogue-only gear that helps them fight such? I know there's a tome that gives them access to Destruction and Undeath to Death for one shot, but that's rare. Something more subtle/weaker/common, like maybe a special item that's rogue only which creates similar, but far weaker effects, against undead?

Lulzebub

The toughest thing about playing a rogue is AB. Rather than giving them AB outright, it might be nice to have a bunch of rogue-only items that give feats with Initiative bonuses. It's a good way to power up the rogue class without making it OP.

TeufelHunden

TBH the only reason I ever played a rogue was for pick pocketing PCs to start up rp/ conflict

Nihm

Perhaps consider some perks only takeable by pure rogues, which are lost if multiclassing - as has been pointed out the pure rogue may need help, but the ranger/rogues would benefit equally or more from some of these suggestions.
 
Perks which grant increased duration of poison on weapons, a bonus to use magic device, the ability to craft something per day such as lockpicks or grace potions, or perhaps even giving them Improved Evasion early - although I think giving them crippling strike earlier is probably not a good thing as it can have a drastic and cumulative effect on many strength-based monsters, making them marshmellows for the entire team.

Pup

Yeah.  Any benefits should be rogue level based.  And I'm definitely for this.  I'm for the a few of the rogue bonus feats being offered at level Rogue 7 (if this is possible).  Not Crippling Strike, but Improved Evasion, Slippery Mind, etc.

A high-level rogue-only quest like Howland suggested would be sweet, as well.
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derfo

Getting to choose a rogue only bonus feat that is not called Crippling Strike at level x as opposed to ten sounds like a very awesome option as to buffing pure rogues, as Pup said.

More reliable means to be of use against things immune to sneak attack, maybe a perk, or at level x some amount of sneak attack damage is effective on sneak attack immune creatures.

EDIT: If possible, some random spawning chests in quests/sewers/ruins/deep ruins/water areas with like sunken treasure/etc. with vastly varying DCs and loot seems like it would be a nice push in making rogues handier, as is their general style to be.

AntoninD'Erlon

Random chests is cool. Option to choose a rogue feat at level 7 would be nice. Extra areas in quests that aren't required and maybe a rogue only quest as well for the higher end.

UrkoNeedsAStiffDrink

As someone who players a rogue/fighter (on a ratio of 3:1 mind you) I have to agree that pure rogues are severely let down in most PWs, not just EfU. Perhaps the implication of, as stated, rogue only quests or shortcuts. (Thieves cant messages dotted around the sewers to reveal hidden shortcuts/oppurtunities?).

Talir

Quote from: "Caddies"I was thinking something like a rogue-only shop, rogue-only methods of city travel, minor stealth/detection bonuses in city/sewer areas, and the like.

Rogue-only shops, city travel or other perks that are not mechanical I'd be in favor of. Rogues are absolutely a flexible class that offers many concept choices. Instead of focusing upon how weak/strong a class is in mechanical terms, why not focus upon what more properly represent your concept and stick with that, even if it makes you a bit less refined mechanical?

Gippy

Rogue only shop with amazing 1 use things that are, "rogue only." Such as bolts, traps, etc.

Changing the AI of some monsters so that they can actually be sneak attacked. Duergar crossbowmen, flayers, all come to mind as enemies that should be able to be sneak attacked but can't be.

Adding / popularizing quests with enemies that can be sneak attacked.

Adding pure rogue stealth bonuses so they can be the stealth ninjas (as opposed to druids and rangers) they are supposed to be without a heavy investment in feats.

Adding more common +1 AB shortbows and crossbows into the game.

Giving bonus UMD to pure rogues.

Semli

Bonus UMD would be nice.

If stuff can't be sneaked that sucks too.

I think they should probably recieve some type of overland bonus when in interior/city areas, to better oppose druidic bonuses.