Larian Banner: Baldur's Gate Patch 9
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Joined: May 2014
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SGnri Offline OP
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The starting rogue skills "walk in shadows"(10) and "fast track"(18 turns) have FAR to long turn cooldowns. reasons for lowering them follow, I have played dozens of RPGs and I am 110% behind haveing balaced classes or charecters. but sometimes things are just really underpowered and need to be rebalanced.

Walk in the Shadows
"Become invisible for 5 Turns. Invisibility breaks when casting or attacking."
Use: 3 action points
Cooldown: 10 Turns.

"Walk in shadows" is a great skill for rogues its the basis of any stealthy and sneaky class. The issue with "walk in shadows" is that the cooldown for it is to long, i understand this is talking from a viewpoint of only the first 20 hours of the game. When you are in the middle of a fight and you want to get away it is a great tool, now I dont know about most people but for me most fights I do each charecter gets around 14 turns and thats if the fight drags on. The fact I can only get away from a sticky situation 1 time in any givin fight when im supposed to be about stealth and speed seems lacking. The long cooldown also forces you to never be able to move around the battlefield unseen, i.e if you use "walk in the shadows" to get into position for a backstab, after you attack you now CANT use it to escape even given the best case senario which is you activate "walk in the shadows" wait untill the 5th turn of it(which is severaly lacking considering that you are waiting turns just to use the skill to its full potential and arnt doing damage) you then attack, it is still 5 more turns untill you can use it to get away. Id more like to see invisible only last 2 or 3 turns and have its cooldown taken to 6 or 7 turns. Having "walk in the shadows" invisible effect only last 2 turns would still give ample time to use it as an escape tool or an offensive tool(because 5 turns is just to long). Reducing the turn cooldown to 6 would then close that 5 turn gap between waiting till the last turn of "walk in the shadows" to attack to a 4 turn gap period which is not overpowered, it is 1 less turn but opens the skill up to be used more than 1 turn during a fight giving it more utility. please if nothing else considering adding a passive, ablity, talent, or something that will reduce the cooldowns of rogue skills because its really not a fun or rewarding class to play as of now.

Fast Track
"become haseted for a short while"(2 turns)
Use: 4 action points
Cooldown:18 turns

"Fast Track", as i mentioned above MOST fights only last at most with each charecter getting 14 or 15 turns.Now there are 1 maybe 2 fights that each charecter got 20 turns but if a fight is lasting 80 turns(20 turns per charecter) thats still only 1 oppurtunity to use "Fast Track". This is another skill that is very fun to use but the extremly long cooldown makes it vitual impossible to use it even 2 times during a fight. The duration that the buff last is lacking but I have complaints about it, my main problem is that the cooldown for this makes makes it very impractical to use,given its only able to be used once during any given fight. This skill has the same problem as "walk in the shadows" the long cooldown severly reduces the skills usefullness or utility, if used to engage it cannot be used for the rest of the fight to disengage and vise versa. I understand there are other skills have can be used to give the haste effect to rogues,but its a class that right now relise heavly on other classes useing AP to buff it to even become a viable option(which of course you would rather just cut the weak link i.e the rogue and pick up another class that can support itself and bring more synergy to your team). I would like to see the cooldown taken to 9 turns, if that is at all possible. I didnt make the game so that may be a bit excessive so lowering it to whatever you see fit is fine also.

Just understand right now I dont think anyone is happy or having much fun with the VERY long and unrewarding cooldowns of the rouge class.

Joined: Aug 2012
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well indeed the CD of walk in the shadows is really long however this skill is quite powerful if well used


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Joined: Jan 2009
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Fast Track is also quite powerful as well.

Still though, I've only just really started my Rogue playthrough, so I haven't come to any conclusions yet about these skills.

My "Rogue imbalance" concern is that in the past patch, to give Way of the Rogue things to do, daggers were changed to 3 AP and no backstabbing, and Way of the Rogue 1 lowered the AP cost of daggers back to the 2 it was before, and WotRogue 2 added backstabbing to daggers. When this patch changed things around and made those bonuses no longer needed, most became Talents, including both of those ones. Both those talents seem kinda mandatory to make the daggers compete, and having two mandatory talents seems a bit much.


Joined: May 2014
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rangers and wardens seem weak to me also. My biggest complaint is access to skills. Seems there is only one location to buy ranger/rogue skills and the selection sucks. How's about that picklock skill? Not that great when I've found 2 sets of lock picks during the entire game!

all frowns~!

Joined: Jan 2009
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What's a Warden? Do you mean a Wayfarer? In the last patch, I found Wayfarer's combination of a bow and water + earth magic to be an excellent combination (esp. with Raistlin)

I definitely agree that the random skill selection is not very good, but a hotfix is supposed to be coming soon to make it easier to find spellbooks at traders.


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