Rogue class concept (how to make it playable in group activities?)
Hi everyone and thanks in advance for your attention and comment.
I'm here to discuss the Rogue class in Ashes of Creation.
As someone who's played MMOs for many years, I've found that the Rogue class is often not in demand in parties, clans and mass activities (farm, raid bosses, mass PvP, etc).
In large-scale PvP, sieges, and raids, the Rogue is usually useless due to their low defense and lack of range attacks, AoE attacks, and constant deaths in melee combat with raid bosses and enemies in pvp.
In AoC, per the information that we have, Rogue will be in demand only for dungeons with treasure and secret rooms, maybe sometimes in caravan activities.
However, I believe that every class should be in demand in all activities and have equal opportunities for farming and self-class development.
So, I'd like to write a few suggestions to make the Rogue class more useful and in demand for group activities:
->Make stealth useful. Especially in the archetype of rogue + rogue, it should be as invisible as possible and use stealth multiple times, even if it has less defense. (This is a general opinion).
If there are simple ways to find the Rogue in hide, simple programs may appear to track it (some software, etc). Unscrupulous players, unfortunately, also exist.
->Stealth could be made multi-level. For example, depending on the number of enemies within a radius of 200 meters, stealth would change its properties (passive ability, sixth sense?).
For example:
-If there are 5 enemies - detection becomes more difficult.
-If there are 10 enemies - detection is impossible and the stealth charge is added/reduced the cooldown of use.
-If there are more than 15 enemies - mass attacks do not reveal the rogue from stealth.
-If there are more than 20 enemies - the rogue becomes immune to mass attacks, and the number of stealth uses increases without cooldown or with a minor cooldown (q-ty of charges?).
This would allow the rogue (assassin) to participate in large-scale PvP activities without affecting the balance in small groups.
->Increased damage if the damage is dealt to one target for some time period without damaging to other targets. If a rogue constantly deals damage to only one target without switching targets (raid boss), the damage multiplier for attacks from behind would increase, and evasion/defense against all types of attacks from that target would also increase. This could bring life to the rogue in raid boss encounters. The rogue would deal competitive damage and have survivability in raid bosses, making it worthwhile to bring them into a group. Additionally, this would fit the concept of the "assassin who follows their prey without changing targets."
This would give them an advantage in raid boss encounters and make them a worthwhile addition to a group.
->Add the possibility to reorient towards RDD when adding a second archetype and augmentation. For example, if Ranger is a balanced archer, then Predator (Rogue+Ranger) could be a glass cannon archer or an bow-styled assassin, that focused on damage. This would allow the Rogue to participate in such a spec in mass PvP, raid bosses, and sea content.
These abilities will not affect balance in small groups or solo farming, but it will allow to be in demand in mass PvP and raid bosses.
Also regarding PvE, I think we need to think about this. All classes always have mass abilities for farming a large q-ty of mobs or fast range\aoe exp farming, but usually, the rogue does not have such an opportunity and PvE farming, as well as character leveling, is usually much harder for Rogue than for other classes, which is very unfair. Therefore, I request to consider some options for leveling balancing so that the rogue can level up/farm as comfortably and quickly as other classes.
What do you think? Do you have any other suggestions for increasing Rogue class demand in group activities in Ashes of Creation? Thanks for reading!