I understand the rogue is still very much incomplete, and that the falconeer has yet to be implemented.
However, I feel like the Rogue class is lacking the rogue feeling, so I’d like to share a simple idea that creates a different playstyle:
Smoke bomb node: Shadow lurker
When you use smoke bomb, disappear into the shadows, leaving enemies confused making you un-targetable and invisible, damage over time on you will reveal you to the enemy.
When attacking while invisible your skill gets enhanced depending on said skill.
(just some ideas)
Puncture for example now becomes a backstab and deals massive damage with guaranteed crit when attacked from behind until revealed.
Flurry gains 500% increased attack speed for a short duration but cannot inflict any damage over time effects until revealed.
Cinder strike creates a massive outward flame cone until revealed.
Acid flask makes the whole radius of smoke bomb a toxic field with increased duration.
Edit: When you disappear into the shadows and attack a rare or boss enemy type from smoke bomb, , it becomes enraged for 2 seconds and focuses on the player.
Edit 2: For balancing reasons, only one rogue can disappear into the smoke bomb area at a time, multiple smoke bombs that overcross do not add up to multiple players. However, a marksman with the shadow lurker node can use a targetted smoke bomb that another rogue with the shadow lurker node can utilize to disappear into. When this happens, the rare/boss type enemy will enrage on the marksman.
I think some of the ideas are fun, but major changes are needed - investing one point into a node for “massive damage with guaranteed crit” is absolutely insane. This feels like the kind of rewards you would get from a large set bonus, with some deliberately questionable affixes on the individual pieces to make up for the rewards provided.
I have to say - I really hate the idea of players being told that their glass cannon is arbitrarily not allowed to use a defensive cooldown because of what someone else in their group has recently done. If I’m reading that right, it would absolutely have to go.
Overall, I’m concerned that this is the kind of option that proves very problematic - anything in the game that gives “massive damage and guaranteed crit” to a skill is going to be on the minds of the balance team when that skill is being balanced - I could see it not being viable outside of when you unlock those rewards, just to keep them in check.
Absolutely agreed, I just wanted to present a simple idea that could be possible with a few nodes in an already existing skill.
I was thinking about it and if they would add a class skill that incorporated some kind of stealth/dissapeary skill that could (also) synergise with smoke bomb like some of my ideas, albeit balanced, it would give a rogue more of a stealthy play style and approach to combat. And I really liked the idea of enhancing said skill like some of my ideas with smoke bomb because it would make for a fun experience.
I personally love the fantasy of the stealth assassin.
One comment is that this feels like the rogue’s version of dark quiver… press button get bonuses on next attack. Where the bonuses are different based on the specific attack you are using.
There are obviously differences, dark quiver has the clunky mechanic of picking up the arrows, and this would have the invisibility, but the concept seems very similar to me, to the point that I am not sure that they could coexist.