Classes
Rogue - Deep Dive
Overview
Rogue is one of the classes getting fewer fundamental changes to gameplay and abilities in their update. It will continue to play similarly to how it has in the past, but with some notable changes. For example, poisons have been fleshed out and made available across more of the level ranges, there’s been a slight reduction in the number of interrupt and stun abilities, and Ambush has been rolled into Backstab in a way that streamlines the application of two very similar abilities.
We found that needing to Stealth mid-fight to use an ability wasn’t very satisfying gameplay. You either macro it together so you don’t think about it, or it’s just an extra keypress. We’d rather save those keypresses for something more impactful, and have made some adjustments to try to mitigate that.
Stealth Changes
In the update patch, we're relaxing the ability for NPCs to see through Stealth based on their level. We want to make it a bit easier to play in areas slightly above your level, and more obvious when you're at risk.
NPCs that con yellow no longer have any chance to see through Stealth (though some NPCs can always see through it, so caution is still advised). You’ll need to be careful around anything that's a red con, but this gives you two more levels of safety before the aggro range gradually returns in their front arc.
Additionally, See Invisibility no longer sees through Stealth for NPCs or players. The ability to negate Stealth is currently limited to the Archer’s Flare ability and the Beastmaster's Bat pets. In PVP, players will be able to see you in their front arc if they outlevel you, and within 1m at any time.
Vial of Smoke has been fixed and now provides the intended 5 second window where you will not reaggro regardless of the level difference, giving you a chance to get out of the NPC’s vision arc.
Poison Updates
Poisons now start much earlier. You gain access to the first Snaring Poison at level 4, and continue to get new types and tiers of poisons through the levels.
There are 3 types of poisons you can learn from the Poison Maker NPCs, and each has 4 tiers with increasing effects:
Snaring Poison - Slows the movement speed of the target.
Weakening Poison - Slows the attack speed of the target.
Dulling Poison - Slows the casting speed of the target.
Poison recipes start by extracting toxins from venom glands, venom sacs, and poison ducts—drops from venomous animals of a level appropriate to the poison tier. You’ll combine these in a vial with one of the activating agents:
Soporific Agent - Snaring
Torporific Agent - Weakening
Deliriant Agent - Dulling
We’ll also be adding some experimental poisons over time that won’t show up as a recipe on the vendor. Those will be up to you to discover.
Backstab and Ambush
Backstab is the core ability for the class and Ambush as a secondary backstab detracted from it, so we've removed Ambush and partially merged its functionality into Stab. Likewise, Double Backstab at 50 has been removed. All the abilities across the classes with this sudden double damage mechanic are being updated similarly.
By removing the mechanic, we can instead roll that power into higher overall damage and gain greater control over the ramp up throughout the level range.
If you’ve been in Stealth for at least 3 seconds, the weapon-based portion of your Backstab damage will be doubled. The intent here is to provide a strong initial attack when beginning a fight in Stealth, and discourage rapidly entering Stealth just for the damage bonus.
At level 35, you’ll unlock the Assassin Trait, which grants you the ability to critically hit on Stab and Backstab.
And finally, the weapon damage scaling on Backstab has been nearly doubled.
Swift Strikes
This ability is now toggleable (on the Aura Bar) and has been set as a Tertiary Haste effect, allowing it to stack with most other forms of haste.
New Abilities
Beyond the tiering of Stab and the updated Poison repertoire, Rogues will get several other new abilities in this patch.
Slice - Deeply slice your target, dealing Weapon Ratio Damage plus Bleed Damage. This ability shares a cooldown with other Might abilities and stacks up to two times.
Twin Blades - Deftly strike your target with twin blades, dealing Weapon Ratio Damage per equipped weapon. This ability shares a cooldown with other Might abilities.
Rain of Steel - Shower your target with throwing knives, dealing Weapon Ratio Damage three times. This ability can be used while moving, has no minimum range, and is channeled.
Poison Tolerance / Desensitization - Develop a tolerance to poison, increasing your Poison Resistance. (Your time working with poisons has given you a slight immunity to them, which you can activate with this self only resistance buff.)
Deadly Throw - Skillfully throw a weapon at your target, dealing Weapon Ratio Damage. Additionally, if your target is below 20% Health, this ability's damage is doubled. (This is an improved version of Throw, proving the Rogue's mastery compared to other classes.)
Escape Artist - Become elusive, removing all Root and Snare effects and briefly granting you immunity to them.
Gambit - Execute a daring gambit, resetting the cooldown of your Uppercut, Stab, and Vial of Shadow abilities if hit within a short period.
Moved/Removed Abilities
Avoidance, Incapacitate, and Low Blow have been removed.
Nimble Evasion and Fury of the Assassin are now obtained at levels 20 and 40, respectively.
Soloability
As a positional damage class, we’re aware that Rogues have a tougher time than most other classes when it comes to soloing. While Monsters and Memories is a group-focused game, we’d like to give you at least some ability to play solo while looking for a group. We hope that the new ranged abilities, as well as the cooldown resets from Gambit, make this a bit more achievable if you choose your targets well.
Pick Pocket, Lockpicking, and Disarm Traps
A rogue is more than a combat machine, and these abilities are important to the feel of the archetype.
In the patch after the ability rework, Pick Pocket will be changing to no longer pull from the mob’s actual loot table, and instead from a pick pocket specific table. This should open up some quest opportunities in addition to being a bit more desirable in group settings.
Lockpicking and Disarm Traps require a bit more work in the world and content before they can come online - the abilities themselves do very little without doors to pick and dangerous traps to disarm. You won’t be seeing these in the next patch, but they are still planned and will make their way in when the content to support them exists.
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