Hello,
We would like to provide an honest answer to your feedback on Rogue.
While we are satisfied with some of the class concepts, we acknowledge that part of the community is not in line with our vision. We think it may be necessary to improve these concepts before the release.
Bomb duration
We appreciate the fact that bombs explode the next turn. It is dynamic and a good answer to the "gardener" mode, the mode where you just summon bombs somewhere and don’t interact with the fight for 4-5 turns. However, the current duration forces a cyclical gameplay : Turn 1 summon, Turn 2 explode, Turn 3 summon…
Bomb level
Costly bombs are already at an advantage because of their bigger HP pool and the fact that they occupy less space on the field. One level 8 bomb is simpler to manage than four level 2 bombs.
In addition, the bomb level doubles when it is evolved, which means an even greater difference is created.
The level 2 bomb will become a level 4 bomb, while the level 8 bomb will become a level 16 bomb
Bomb interactivity and fun
Bombs are a unique, identitary mechanic of the Rouge. However, the feedback seems to address a lack of flavour and fun.
Bomber mode
Well it seems like it’s not that great.
Escapist and Sneaky
We force players to switch between modes, which isn't that great also.
So after giving it a lot of thought, here’s what we’d like to do on a macro level :
Bombs
Powder
Escapist and Sneaky
Next, a few changes on elemental spells :
Sticky bomb
Machine gun
Blunderbuss
Encumbering Shot
Boomerang Dagger
Cheating
Longsword
We sincerely hope you'll find these changes amazing and we eagerly await your feedback on our new proposals.
See you soon,
Siu.
See message in context
We would like to provide an honest answer to your feedback on Rogue.
While we are satisfied with some of the class concepts, we acknowledge that part of the community is not in line with our vision. We think it may be necessary to improve these concepts before the release.
Bomb duration
We appreciate the fact that bombs explode the next turn. It is dynamic and a good answer to the "gardener" mode, the mode where you just summon bombs somewhere and don’t interact with the fight for 4-5 turns. However, the current duration forces a cyclical gameplay : Turn 1 summon, Turn 2 explode, Turn 3 summon…
Bomb level
Costly bombs are already at an advantage because of their bigger HP pool and the fact that they occupy less space on the field. One level 8 bomb is simpler to manage than four level 2 bombs.
In addition, the bomb level doubles when it is evolved, which means an even greater difference is created.
The level 2 bomb will become a level 4 bomb, while the level 8 bomb will become a level 16 bomb
Bomb interactivity and fun
Bombs are a unique, identitary mechanic of the Rouge. However, the feedback seems to address a lack of flavour and fun.
Bomber mode
Well it seems like it’s not that great.
Escapist and Sneaky
We force players to switch between modes, which isn't that great also.
So after giving it a lot of thought, here’s what we’d like to do on a macro level :
Bombs
- The spell and state Bomber don’t exist anymore (you can’t summon bombs or replicate your spells in a cross anymore).
- A new resource, Powder, allows you to summon bombs
- Single-target spells summon a bomb when cast on a free cell AND you have enough Powder
- The level of the bomb and the amount of Powder spent depends on the spell’s cost
- If there isn’t enough Powder : the level of the bomb equals the amount of Powder left. The spell’s effects are still triggered.
- When summoning a bomb, the bomb is summoned and THEN the spell’s effects are processed.
- A variety of spells now have "when cast on a bomb" effects : in that case, the bomb is summoned, then the spell triggers its "when cast on a bomb" effect. Everything is instantaneous.
- Bombs don’t evolve and explode after 2 turns.
- Instead, they gain levels.
- When reaching the max level, they explode automatically at the end of turn.
- Bomber is replaced by Detonation
Powder
- Powder determines if a bomb can be summoned
- Rogue gains X Powder at start of turn
- Rogue cannot have more than Y Powder
Escapist and Sneaky
- Ammo and Blades are removed
- The two modes still carry their current uses :
- Sneaky : Spells are cast in contact. Rogue gains 1 AP back after casting an elemental spell.
- Escapist : Spells are cast at a distance. They deal additional damage.
- These don’t need resources to function anymore. Ruse doesn’t change.
- Fusillade becomes an innate (3rd bar) spell : it allows you to consume Powder to get bonuses for Sneaky and Escapist
Next, a few changes on elemental spells :
Sticky bomb
- 2 AP 1 WP, 3 to 4 Range
- Puts a sticky bomb on the target
- If the target dies or 3 turns come to pass :
- Fire damage (circle size 2)
- An explosion also triggers the sticky bomb
- When cast on a bomb :
- Stabilizes the bomb
- The bombs explodes when suffering damage
- 1/turn
Machine gun
- 3 AP, 3 to 4 Range in line
- Earth damage
- Caster : Mowes away 2 cells
- When cast on a bomb :
- The bomb is teleported 2 cells away
- Exchanges position if the cell is not free
- 3/turn
Blunderbuss
- 4 AP, 3 to 4 Range in line
- Earth damage
- Push back 2 cells
- When cast on a bomb :
- The spell’s area of effect becomes a cross size 1
- 3/turn, 2/target
Encumbering Shot
- 5 AP, 3 to 5 Range in line
- Earth damage
- -4 MP
- When cast on a bomb :
- The spell’s area of effect becomes a vertical line size 3
- 1/turn
Boomerang Dagger
- 4 AP, 3 to 5 Range in line without line of sight
- Sneaky :
- ST Earth damage
- Applies a state on the target
- Escapist :
- Earth damage in a boomerang AOE
- Triggers the states everywhere on the map :
- Additional Earth damage in cross size 1 on state bearers
- 2/turn
Cheating
- 3 AP, 3 to 4 Range non modifiable
- Air damage
- Lifesteal
- When cast on a bomb :
- Exchanges position with the bomb
- 2/turn
Longsword
- 4 AP, 3 to 4 Range
- Air damage
- Sneaky :
- Applies a state
- If Rogue ends their turn more than X cells away from the state bearer : X additional Air damage
- 2/target
We sincerely hope you'll find these changes amazing and we eagerly await your feedback on our new proposals.
See you soon,
Siu.
The melee damage and distance damage seems be behind as compared to other big damage dealer on the game. A change can be a passive which will make the damage comparable with others.
Concerning the neutral spell fusillade in sneaky mode looks a bit not to the point as the ammo will give 10 % damage for only one elemental spell and use all ammo while if we keep the ammo we get 50% damage. Considering the cool down on the spell maybe final damage for certain amount of turn will be better.
This leaves Rogue as majorly only for damage with slight debuff (the Mp/range/wp debuffs still work, right?) as well as emergency positioning, given how roundabout using magnet works
Maybe powder wall will be laid down through a passive?
The delayed bomb passive is also cool, for those 200 IQ plays
I do wish using ruse after bomber didn't consume bomber tho, i keep accidentally punching the floor instead of dropping bombs
- Why make so much hype about melee/range modes if in the end almost all the passives are about bombs gameplay.
Currently bombardier is lost when placing down a single bomb instead of after bomb explodes which forces rogues to constantly change back into bombardier mode over and over again each time we want to place a bomb. Is this a bug?
We would like to provide an honest answer to your feedback on Rogue.
While we are satisfied with some of the class concepts, we acknowledge that part of the community is not in line with our vision. We think it may be necessary to improve these concepts before the release.
Bomb duration
We appreciate the fact that bombs explode the next turn. It is dynamic and a good answer to the "gardener" mode, the mode where you just summon bombs somewhere and don’t interact with the fight for 4-5 turns. However, the current duration forces a cyclical gameplay : Turn 1 summon, Turn 2 explode, Turn 3 summon…
Bomb level
Costly bombs are already at an advantage because of their bigger HP pool and the fact that they occupy less space on the field. One level 8 bomb is simpler to manage than four level 2 bombs.
In addition, the bomb level doubles when it is evolved, which means an even greater difference is created.
The level 2 bomb will become a level 4 bomb, while the level 8 bomb will become a level 16 bomb
Bomb interactivity and fun
Bombs are a unique, identitary mechanic of the Rouge. However, the feedback seems to address a lack of flavour and fun.
Bomber mode
Well it seems like it’s not that great.
Escapist and Sneaky
We force players to switch between modes, which isn't that great also.
So after giving it a lot of thought, here’s what we’d like to do on a macro level :
Bombs
Powder
Escapist and Sneaky
Next, a few changes on elemental spells :
Sticky bomb
Machine gun
Blunderbuss
Encumbering Shot
Boomerang Dagger
Cheating
Longsword
We sincerely hope you'll find these changes amazing and we eagerly await your feedback on our new proposals.
See you soon,
Siu.
Maybe sneaky mode being able to hit all adjacent tiles including diagonals (a square around the rogue) could be a good middle ground?