In the previous patch I ran Sebille as a Scoundrel + Aerothurge. I only took Aero for the positioning abilities, Teleport, Netherswap, Favourable Wind. She was quite strong, definitely more powerful than my 2H Polymorpher.

Originally Posted by waterzxc

Throwing knives is one of my favorite skills, but it definitely needs a slight nerf. I believe halving the damage, while lowering the AP cost to 1 would do the trick. This would make throwing knives a optional skill for rogues who want some range, instead of being the core skill.

On the other hand, backlash needs to cost more 2AP instead of 1. The movement itself is already worth 1AP, not to mention the huge damage attached to it.


Yeah, this seems fair I guess.


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And they really need to nerf flesh sacrifice. Give it a real cost. The -1 constitution is nothing when you have armors to protect you.
How about temporarily reduce your maximum armor by 50% for, like, 3 turns?


Hmm. The real powerful part of it is the +1 AP. What if it kept the +1 AP, but it cost 1 AP to cast, for a net gain of 0 AP? So it's just a damage boost?


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Lastly, backstab talent might need a slight adjustment. Right now, the game play is put your rogue behind enemy (which is ridiculously easy due to backlash skill), then backstab that dude to death. It is simple yet so effective that it makes the other options seem useless.

Suggestion for new backstab
1. Limited to one backstab per turn. You stab someone in the back, that dude should turn around and face you, instead of keep exposing his back to you.
2. Instead of doing critical damage, change it to 150% of original damage.
3. Allows backstab to crit by crit chance. This is a compensation for the nerf. This also means that all those crit chance you get from Wits won't be wasted. If you stack the crit chance high enough, you can expect >200% damage on your backstab.


1. No one can move when it's not their turn. That should be a consistent rule.
2,3. So a Backstab does 150% damage by default, but has a chance to crit based on your critical chance? ...Yeah, that could work.


In the past, I have suggested lowering the base damage of daggers, and removing the Back-Stabber Talent, making that an inherent property of daggers/knives. That would reduce the power of daggers and allow Rogues to take a different starting Talent besides Back-Stabber, which they are forced into without a choice right now. Maybe also reduce the critical multiplier from Scoundrel a bit as well.


Originally Posted by Ravensky
In this vein the reason the fight in the sewer with fletch or whatever his name is was difficult is he can pretty much one shot most non tank chars if you don't cheese the fight in some major way with prior knowledge.


You mean Flenserville. Yeah, for that one, I placed my squishy characters farther back in the room, and walked up with only my tanks. Close enough to get dragged in, too far to be the first attacked.

After he striped my Tank's armor and took him down to half heal with 1-2 attacks, I killed him quickly in like one turn. I think that fight is okay. He's a boss, and his gimmick is massive damage, but he doesn't have the defenses to take much punishment in return.