This week's compilation from me is for Rogues, once again taken from only
this thread and
this thread since I can't be sure that the people who responded on Ashes Twitter aren't just the same people.
Disclaimer: While I do play Rogue equivalents in other games, I have no intention of playing Rogue as main Archetype in Ashes, not even as an alt (at least not seriously). Let me know if you see bias or if you feel I added my own preferences too much anywhere.
Things that Rogue-interested people wanted, with slightly better sorting than the Summoners:
1. One Rogue possible just wanted 'a stealther', if they have full stealth, another wasn't sure on the secondary yet. A third wanted the full kit of 'standard rogue things'. A fourth had interest in lots of Rogue forms and similarly 'wanted the whole standard kit'. A fifth wanted backstab and blinding. One more just wanted it generally.
2. One Predator wanted to travel quickly and stealthily and have burst damage. Another wanted to perch and use ranged attacks and a third wanted to surprise with strong skills then hide until they could do it again. Fourteen others just said they wanted this class, or the same thing (with one note about bleed and poison). Of those, one was willing to also be an Assassi, and another a Nightspell (explorer).
3. A Shadow Guardian just really wanted to mine, actually, another wanted to really make an impact with their combos. A third was just hopeful of being able to get close to tanking functionality too. Another was specifically interested in using the Augment to apply damage mitigation to an enemy. One other just wanted this class (cool gear!)
4. An Assassin really wanted to make other players paranoid, to spy, and be tactical. Another wanted agility, stealing, targeted poisons, and burst damage. Another was willing to be a Charlatan. Another was all in. As in As possible. Another was more specific, desiring crit based gameplay with heavy focus on Cooldowns. Ten others just said they wanted this class (one wanted a warhammer, another specifically did NOT want perfect stealth, another wanted to climb).
5. A potential Cultist wanted DoT interactions. Another wanted 'heal on entering stealth', intimidate, and some other damage mitigation options. Another wanted survivability and solo options. One other wanted this class.
6. A ShadowLord wanted to try out some stuff and also considered being a Nightspell. Another wanted both 'shadow clones' and the ability to hide in the shadows of others. Another wanted mobility and misdirection. One more had very specific wishes and suggestions which I used as some basis (
@Shaddohh ), five others just wanted this.
7. One Charlatan (from the Assassin sort) wanted tricky AoE stuff and confusion. Another wanted the concept of 'get in, hit hard, get out'. Another wanted to not be quite so dependent on big hits. Another wanted to draw out the enemy's big attacks and steal buffs, also getting the big hits sometimes. Two others wanted this class.
8. One Nightspell specifically said that they were looking for elemental enhancements for their attacks, DoTs and additional survivability. Another wanted speed like (and with) lightning, but would accept teleportation. Eight others just said they wanted this class and really love its components and the idea of it.
9. Most Duelists weren't sure if they wanted Rogue as Main or Rogue as Secondary, but one definitely wanted a focus on high mobility and damage and didn't care if they had to give up damage mitigation.
Rogues pose much less of a challenge in terms of aligning their wishes, they align on their own. Rogues have bigger issues because they need Augments to be quite specific and powerful because they want to deviate a lot. Within the Rogues' wish set, they are more likely to spend more time deciding which skills to
not unlock. (a lot of minor detail wishes aren't in the section above). Therefore for Rogues:
1. The choice of how much effort to put into combos vs support.
2. The choice of how much to put into stealth vs visible misdirection.
3. The choice of how to focus their damage vs survivability.
Here's the scheme. Rogues love schemes.
Rogue players have a specific expectation that universally seems to begin exactly where Ashes says it should. Mobility and positioning. I mentioned 'standard kit', most people's expectation:
Some Backstab, Dodge, Stealth/Hiding, Ground Traps, along with core traits of Speed, Positioning, Critical Hits.
Secondary stuff that isn't necessarily standard but often is associated with Rogues and few other classes:
Bleeds, DoT Poisons from melee, Throwing Weapons, Smokebombs, Close range CC, Ignore Defense
The biggest requirement to make Rogues happy, therefore, seems to be to give them lots of different abilities for them to spread out their Augments over, while making at least some of these have combos, and providing enough in total that those who just want to be 'confusing' and not necessarily assassin stealthy can still get their effects.
Fortunately, Rogues have a lot of abilities that are expected of them, so, taking as much as possible from the above:
Backstab, Dodge, Stealth, Smokebomb, Leg Sweep (an example of decent Close range CC), Weakpoint (defense ignoring hit), Opportunism (something like extra damage to an enemy in some other state like Prone, Stunned, or 'afflicted by a particular DoT'), Poison Point, Fling (generic Throw), Misery Blow (Bleed), Fleetfoot, Run Up (can be used to climb or as a kick style attack on an enemy), Caltrops, Dust.
(My own personal suggestions are in a different thread which I will not actually link, since this is not the place for discussion of my ideas of that type)
Obviously any given Rogue will have their own take on this, since Rogue abilities tend to be about planning, and knowing your own capabilities, but if we look at the probable augments, the important parts here are to provide enough non-attacking abilities for those who want to focus on misdirection. So we look at the data:
The Predators wanted to use their ranged attacks and plan, so many abilities need to be usable with longer range weapons, and any range-increasing augments will be enough for them in that case. The Charlatans wanted to mislead 'openly' for the most part, so they need things like Caltrops, Dust, and Smokebomb to enable AoE debuffing of enemies.
Nightspells seem to need Poison, Misery Blow, and Opportunism, and can maybe augment Dodge with teleportation. ShadowLords also probably need Dodge and movement abilities to 'spawn their Shadow clones from'. Everyone else just needs to be able to land hits often enough to get their damage and combos, and trigger their Augments, from the more 'straightforward' and 'solo oriented' classes.
Overall, Rogues are very dependent on good Augments and specialization of their builds, meaning that they are most susceptible to being pushed into 'meta' roles if the designers aren't careful.
Due to this, some Rogues even included concepts of how they wanted Augments to work. In keeping with this, for this post specifically I will link my
Reverse Engineered Augments list (about halfway down the page). Again, that's all guessing based on the class names, but it is relevant here because the Rogues in particular seem to be taking them very seriously.
As always...
THIS POST IS IN NO WAY AN EXPLANATION OF WHAT INTREPID IS ACTUALLY DOING and I made it simply because it was 'next in line' after a clarification from the last FAQ.
Rogues seem to have much more 'simple faith', probably because of the larger 'general expectation' of what the class does, so it seems like Intrepid just needs to not deviate too much and most people will be happy.
Are you one of the people that would not be happy? What else do you need, if that's the case?