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[1.81] Rogue Class

By [Ankama]WAKFU - ADMINISTRATOR - August 17, 2023, 12:32:24
AnkaTracker
Hello everyone,

Please post your feedback here.
First Ankama intervention
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
  • 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.
See message in context
Reactions 10
Score : 340
We can appreciate what the dev want to do with the character making it a polyvalent one where it can play distance and melee. This is a great change.

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.
1 0
Score : 791
Actually Fusillade consumes all but one of your Ammo or Blades. So in the case of Ammo you get the Fusillade buff+ the 50% Ammo buff for your next spell.
0 0
Score : 17
In my opinion the pvm is very complex actually to complicate the characters in wakfu, I always loved the solotages in dofus or also the option to play solo in some situations when your friends are not online (also too many players play alone with their 2 accounts and boost) so you're basically by your own, and if you don't have boost, or your pc doesn't open more than 1 account is hard. and this happened to me with the rogues, By the moment I've seen just a little of the class, but I would like to specialize in a bomb build to play in pvm. Hope you guys give us something awesome in the future biggrin
0 0
Score : 44
For a hard-to-play damage dealer, the damage output doesn't seem rewarding enough at this point. It is also difficult to sublimate the class because it alternates between melee and distance. This in turn further limits the class' damage potential.
0 0
Score : 4761
If Dodge Master passive will be lost, it means the possibility of losing out on playing as a melee tank. Minesweeper's 30% DI support may also be lost

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?
0 0
Score : 6552
I like the fusilade change, much better for non-ruse fans
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
0 0
Score : 16
- I don't know but 3 passives do the same function.
- Why make so much hype about melee/range modes if in the end almost all the passives are about bombs gameplay.
1 0
Score : 16
  • Bombardier
    • The spell is free
    • Once the bomb has been detonated, Bombardier is removed
    • For each use during the turn, Bombardier costs 1 additional AP
    • Under Bombardier, the Rogue is immune to damage from his bombs.

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?
1 0
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
  • 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.
Score : 6552
Since sneaky is 1 range and escapist is 3+, 2 range is basically a hole in rogue's arsenal.

Maybe sneaky mode being able to hit all adjacent tiles including diagonals (a square around the rogue) could be a good middle ground?
2 0
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