Rogue fable iii bomb1/28/2024 I play rogue by getting 20 stealth before pretty much everything else. Originally posted by Scar:Rogue is being split into two classes, assassin/thief or something like that. My one nerfs suggestion: You really shouldn't be able to remain stealthy while using sprint, maybe if you were to activate the aformentioned "silent steps" you could pull it off, but it just doesn't make sense that you would be able to run 5 squares in one turn and still be unseen, that just doesn't feel right imo.Īnyway that's all i have for rogue considering it's past midnight, hope some of this sparks some idea or discussion beneficial to the game.Īlso maaaaybe put a cooldown on "Summon Skeleton"? I've found it to be a really easy way to lazily get past alot of difficult encounters.Įdit 1: Also i do think stealth should be nerfed a tiny bit in early game, it all just feels the same. Silent steps, where your stealth is boosted by a certain number or percentage for so many turns? Maybe a disguise that will fool enemies for a few turns? That one feels like a stretch, but i'm putting it out there anyway. Something like a guaranteed stealth attack as long as it kills, but it's completely useless if you're noticed. Smoke overrides poison gas, slows down electricity?Īnd i don't really have anything for nimble fingers, maybe just add more traps to make it more relevant? It just doesn't seem all that useful late-game unless you have bear traps.įifth suggestion: New talents, active stealth-based talents is what i'm thinking. (May be better to enable that at level 2) Using smoke on top of hostile enemies not directly adjacent to you will immediately set them in the unaware/roaming state, using smoke on unaware enemies may potentially have them roam (For balance purposes)Įnemies who pass through smoke are unable to see you until you attack them, or they have a spot chance. So why not give it some special properties? As it currently stands, it's hardly useful unless you have sprint, and it's virtually pointless if you've been spotted. Smoke bomb as a whole should really last longer, and in my opinion, start out a bit bigger (1 space in the middle of each side). They basically just feel like gimmicky toys that are only useful in very specific occasions. Nimble fingers is almost only useful when you're lucky enough to find bear traps, and smoke bomb is way too short, and way too small. #3: Hunted, at this stage every enemy around them is aware of your presence.Ĭurrently the being spotted is very unforgiving, hopefully something like this could change that.įourth suggestion: Current talents, the active talents rogue gets are pretty bad. #2: Aware, an enemy who is aware of you will either move towards you, or attack you(Attacking you alerts all nearby enemies), you will either have to kill them, or put them to sleep to remain in stealth. Attacking and failing to kill enemy while you're noticed will alert all nearby enemies #1: Noticed, this is the mercy state, an enemy who noticed you will not immediately become hostile, you'll have one turn to obscure yourself from their vision. That's why i suggest a new spotting mechanic, it comes in 3 parts. Being spotted is only inevitable, and it commonly will get you killed, and there would have been nothing you can do about it. Third suggestion(Potentially builds off previous): Revamped "Spotted" mechanic. That's why i suggest enemies in close proximity of eachother share a common spot chance, also if you were to be spotted, the enemy closest to you would be the first to be alerted, or the enemy who's view radius you're in if there's a large one. Even if each one had only a 2% chance, just there being 5 of them is enough to make anyone uneasy. One major problem is when you're potentially trying to sneak up on a group of enemies, each enemy has an individual chance of spotting you. Second suggestion(Potentially builds off first): Group spot chances instead of individual spot chances. This would help multiple areas in which stealth builds are vulnerable. But while you're outside of it, you're completely undetectable. That's why i propose that it needs a change.įirst suggestion: Enemies have a visible "in view" radius where you're detectable, it would decrease in size based on your total stealth count. Now i will say that it has potential to be taken further when paired with a ranged weapon, but you shouldn't have to rely on the RNG of getting one to make a core aspect of the game relevant. There's simply too many enemies, too long of a distance to enemies, your talents are too weak, just too many factors going against you to make it completely useful. Now admittedly, early game it is fairly useful, but the farther you go into it, the more it has trouble holding up. In my opinion, stealth should probably receive a buff and or revamp.Īs i stands it's a pretty weak skill to have.
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