Yeah the Mantle is rough in Honour. Sometimes it won't trigger, other times it will trigger, but then immediately gets disrupted by some other condition, like from items. I just tried a S'wizard Durge and the Diadem of Arcane Synergy kept breaking it. Something that would usually grant a buff turns into a self-debuff by always dropping invisibility. It clips too, with many models. I wish we could hide it, or crop it into a shorter style cloak, or turn it into a belt lol. Sadly I don't think the Mantle will be enough to make the Rogues feel like they're getting a proper scale up though. Of the classes that were available from like day one of EA, Rogues feel like they got short shrift compared to some of the other classes. Like they're good at sniping, but that isn't always my first thought for a rogue.

I tried to make Imoen in BG3 and thought 12 levels in Arcane trickster might be an interesting compromise under the new scheme, just for flavor (as opposed to say a Wizard with a bow, or slight of hand skills and high perception, or just making her a Multi-class which is still probably more sensible) but Arcane trickster just felt kinda meh. It presents as the default option, unless you click around to switch to Thief or Assassin. I feel like Thief should be the default Sub-Class, that way the new player isn't punished too much if they just click through. Being a semi-spellcaster as the default Rogue seems mechanically more challenging too for a new player to get their head around, juggling spells on top of normal Rogue antics and trying to learn both at once. Must be because they wanted that for Astarion for some reason, even though I always change him to Thief or Assassin which seems to offer more bang for the buck.

I think not giving Rogues the ability to Set Traps as a class feature was a missed opportunity. Finding and Disarming traps is kinda boring compared to Setting the traps. I suppose in my head a Cloud of Daggers or a scroll of Firewall could be construed as a trap, and maybe that's why the enemies are so keen to walk into them? lol That's a bit of a stretch though and requiring more imagination than I'd wish. Something that gave off trappier vibes would be nice, rather than pretending that barrels and spells are the traps. It's a tease cause we see that broken trap and cage on the beach, and we have the disarm trap kits, but lack the set trap kits. Then later on we see the fish people tossing nets around and such too. Clerics get Glyph of warding with damage type options, you'd think we could get some Spike traps or Snares that worked like that? Or where they could be set while hidden, or using a bonus type action that doesn't break stealth? Something similar to the weapon attacks that Battlemasters get but just made rogue-ish? Barbarians seem to have all the fun throwing, but I always think of darts and throwing knives as a standard Rogue hallmark. A climbing or grappling hook action might make use of spell effects like misty step or the arrow or spot switching, but just use a different animation or sound. Second story business might involve ropes as an equipped item, similar to the torch. It could use an animation like the thorn whip but less thorn-y. Character lets out a bark like "aha!" and we see some rope swoops. I'd enjoy that!

For itemization Rogues should also have more options for the Cloaks and Hoods than other class archetypes - especially the Hoods.

Also those masks that the Cultists of Bhaal get to wear. Like where's my enchanted version of that? I like the Shredder hood of Menzoberranzan, but more along those lines generally. Like where the items are specifically keyed for rogue-ish types. You know, as opposed to the all-purpose stuff that can be used by Monks and Rangers or just Anybody. Light Armor requirement would be good for all that kit at least, since then you'd get some flex there for Rangers and Warlocks too, but without making it just an 'anybody' item. There are tons of items that lean into classes or sub classes, improving the Smites or 'does X when' raging or casting spells etc. Although most of the Rogue themed items seem to have the idea of allowing anyone to become the Rogue, rather than making a pure class Rogue feel particularly standout or extra kickass. Backstabbing with the throwing daggers and assorted darts would be fun, but the throwing mechanic leaves a bit to be desired right now. They have the arcs like clearly intended for javelins or axes. Something more along the lines of the specialty attacks that were given to high level rangers might be cool. The gameplay of the Rogue seems to be mostly about gaming in and out of initiative, but that favors a ranged attacker over the more backstabby type Rogues, so I feel like we miss out on that a bit.

Last edited by Black_Elk; 10/07/24 07:21 AM.