So, first things first.
I am usually not a big fan of “Rogue” classes/playstyles in general. (In any game)
And i was chatting alot about potential rogue release with alot of friends lately.
The only “rogue-like” thing i did like very much was the Outlaw-Rogue spec from WoW.
Which heavily leans more to the “duelist” kinda theme, with not DoT’s at all and minimal stealth use.
On top of that i really like the “Fencing” / “Dual Wielding with a Pistol” Thematic of it.
So here are some thrown in ideas for the various different masteries.
I do not include many of those “cookie-cutter” rogue ideas, that everybody thinks of, when thinking about rogue, because i am pretty sure they will come in anyway and i don’t like them
Most stuff is not detailed worked out, just rough frames i would like to see.
Weapons Types introduced with rogue together or later down the line:
- Rapier/Epee (sharp pointed thrusting weapons) [potentially a little bit different from usual sword, lower base damage but with implicit crit chance?]
- 1H Pistols/2H Rifles (really early flintlock/frontloaded firearms) [very high base damage, but very slow attack speed]
Even if Firearms do not make it into the game as base type weapons, i would like to see 1 or 2 skills using firearms. (When you use the skill your character pulls out a firearm)
Dual Wielding 1H Range + 1H Melee: This is one of the coolest things ever. Enableing totally new build approaches, but lowering your maximum damage output in both melee and range, but enableing the use of more skills than pure range or pure melee builds. [+1 Style Bonus]
- More support for dual wielding than any other class/mastery(within passives and for active skills)
- Various different bonuses for dual wielding different combinations of weapons
- Defensive cooldown to “parry” incoming “hits” with potential riposte
- Enough defensive options to go “bruiser/in-the-thick of battle-playstyle” with dodge and glancing blow(yes, that glancing blow)
- support for “slow-hard-hitting” range playstyle. (some cooldown and some high cost skills)
- “lock n load” cooldown skill: no ressource cost/very high cooldown recovery for some very short period, after expiring you have “decreased cooldown recovery” (more cooldown), lose all mana and do not regain mana from any source
- Has a permanent Falcon “companion”, which does not count as minion, but does scale with player stats.(tweaked and balanced of course).
- Alot of skills that revolve around your Falcon