Changes For Rogue in Dark and Darker
I've been gambling dark and darker and been loving my time with the sport. I've centered quite closely on rogue because it's my favourite archetype and even though there's underlying good judgment to the stability of the capabilities and perks I even have a few mind approximately how it is able to enhance further.
-TLDR:beginning dagger get 17 harm.
Firstly the beginning dagger of rogue have to get a buff to its harm. Perhaps 17 or 18 in preference to 14, High dps and mobility are important for maximum rogues strategies. I assume rogue's harm output is stability or possibly even barely too excessive whilst geared up, however it's genuinely terrible whilst first beginning off, that harm curve have to be smoothed out a touch.
-TLDR: disguise (invisibility) duration five seconds shorter.
Make the disguise ability duration shorter. Honestly it appears like you could be invisible for 1/2 of the sport because the cooldown is ready so long as the capabilities duration. I assume that's too sturdy perhaps shorten it through at the least five seconds. Rogues are too reliant in this perk partly due to the fact quite a few different tactical perks aren't possible.
TLDR: Make smoke bombs paintings on enemie archers.
Smoke bombs have a quite brief cooldown and may be beneficial in a few situations. But they nevertheless want to be appropriate sufficient to compete with abilties like disguise or susceptible point. Make it paintings on enemies like archers, slicing their line of sight and perhaps a few different fine of existence changes.
TLDR: make caltrops live at the ground after being stepped on.
Caltrops are interesting, they assist you to break out in case your gambling a greater passive playstyle, however just like smoke bombs it's very situational. And on occasion it's impact is negligible whilst a complete crew is chasing you. make it continue to be at the ground after an enemy steps on it so the total crew can doubtlessly be effected.
TLDR: make caltrops be avoidable however Moore punishing.
Also as a transform to it you could make it's impact greater effective, (four seconds of gradual as an alternative then 2) however make it in order that in case you stroll over the caltrops as an alternative then run you don't cause the impact. This manner the caltrops are greater effective however may be prevented through clever aggressors. (FYI You can already bounce over caltrops so long as there head room for it, and also you see it coming)
TLDR: those perks are fine (for the maximum part)
Poison weapon, rupture, and weakpoint are in my view thoroughly balanced, however because of the low harm output of the staring dagger they may be visible as important for truly dealing deadly marvel harm to even glass canons like mages.
TLDR: weakpoint and rupture leave after some time of now no longer being used.
I assume each rupture and weakpoint have to leave after approximately five or 6seconds of now no longer correctly touchdown a hit. It deliver enemies counterplay, and those perks are already very sturdy and effective as is.
TLDR: make pickpocket beneficial to non pleasant rogues.
Pickpocket oh pickpocket. My head lit up with thoughts after I first noticed this perk however what a disappointment. I completely see why they made this perk the manner they did. It's truly a very sturdy perk whilst you're stealing from pleasant adventurers. (Look up the clips they may be hilarious). But in flip it's far highly underpowered whilst seeking to thieve from adverse adventures. If you're fortunate sufficient to even get one a success pickpocket with out getting stuck or killed that is truly very difficult. All you've got got is one absolutely random object from their stock generally it's now no longer really well worth the trouble. One manner to buff this perk is which you thieve the maximum precious loot first. But that simply makes it too appropriate whilst stealing from adventurers.
TLDR: any other concept to make pickpocket right into a better threat better praise play.
My quality concept is: Make it right into a mini sport just like the lockpicking mini sport. If you don't press space, it does a everyday pickpocket because it works now. If you fail the mini sport it indicators the alternative player. And in case you succeed, it offers you the 3 maximum precious objects from their stock. Going for the short pickpocket of 3 precious instances is a miles greater possible choice for a person pickpocketing an enemy. They can't waste time pickpocketing a person 7 instances just like the pleasant pickpocket can. They as an alternative take a touch greater threat for a higher praise.
Also you shouldn't be capable of pickpocket a person thru a door window LOL. Maybe make it that the pinnacle collider doesn't cause the pickpocket choice.
TLDR: silent footstep perk have to make you absolutely silent.
The silent foot step perk (forgot the name) have to make you absolutely silent if crouching and walking. (Unless the enemy has the ranger's improved listening to perk) If your giving up a perk slot, it have to make you proof against headphone hacks. This perk have to additionally negate the ranger's footstep perk whilst crouching and walking.
Thanks for listening to me out. Love the sport. And go away your reviews under guys. MMOexp offer the cheapest Dark and Darker Gold, Choose our service, get more off.