Originally Posted by
Murdeh
If rogues didn't have poisosn, bleeds, or slice and dice - they would be in a very bad position. To me, that just proves that the base of our damage is dull and boring. My proposed system, is that we actually DO loose some those abilities per specialisation, but not the damage. WTF I hear you say? Well hear me out. This is not intended to be a damage nerf! Im going to replace them with more interesting alternatives.
What if:
Only assassinations rogues had lethal poison? All rogues have non lethal poison snchants as options.
Only subtlety rogues had bleeds, that were not necessarily finishing moves? No more combat rupture or must use rupture for venomous wounds
Only combat had slice and dice, but instead of it granting attack speed, it gave additional attack strikes? Possibly giving these strikes increased chances to deflect incoming attacks.
Replace increased attack speed with chance to strike twice, like the old sword specialisation.
For combat rogues:
- Being abe to reflect / deflect / disarm incoming attacks and this becoming the "niche" for them, especially in pvp. Combat rogues should be difficult to hit, and then they should utilise your momentum against you in a "ninja-ish" martial arty way.
- New Mechanical enchants for combat instead of poisons, such as sharpening stones, serratted blades, counterweights, weapon oil, weapon traps (hooks either side of the hilt, to disarm on a parry) ect.
These proc events such as striking twice, ignoring armour, disarming opponents, applying group debuffs, absorbing spell damage ect.
I love the idea of some kind of blademaster, messing around with their weapons in their spare time to customise them to their needs.
subtlety and assassinations,
- Merging subtlety into the assassinations tree, so we have an assassin that jumps from the shadows with daggers, then utilises poisons (and possibly bleeds, yes I know might that contradict what's I said earlier).
- I also like the idea of a rogue that utlises magic in the firm of a fire/pyromaniac or arcane/shadow melee damage rogue, and whilst this could fit the rogue class, it doesn't necessarily fit into any talent tree yet.
The free subtlety tree could be used to design a "minor mysterism" tree that utilises arcane, shadow, or fire magic on their weapons to penetrate armour and have greater ranged capability.
I know a few of you seem sceptical about this minor mysterism based 3rd talent tree suggestion, but consider if it worked in a way similar to shadow blades? It could be an entire tree that brought you many powerful, interesting, but balanced cool downs and burst abilities.
It would open it up for having more mischievous tools and manipulation abilities to battle enemies with and hopefully renew the flavour of subtlety, not just as a glass cannon stalker (that would not be lost, it'd be condensed into assassinations) which does not work well for balance reasons but as a manipulative, tricky, melee class that uses some magic to fuel their deception.