So I posted this in the rogue forums a week or so ago and got a little bit of feedback. Those who replied seemed to like the idea. I figured I'd throw it up here in Development and try to get a broader range of responses, maybe even from a dev?
I would definitely like to give some serious thought to sneak attack changes, and specifically how fortification and immunities affect sneak attack. I'd be very interested in hearing what other players think about this and would love to see some dev input as well.
*** Back story - feel free to skip ***
I think my first three or so DDO characters were rogues. I loved it. The sneaking, the damage, I was convinced I had found my class. That all changed with Delera's.
Fast-forward a few years later and I'm back from a long hiatus to give DDO another shot. I start up another rogue and run into the same issues. I asked here on the forums for some suggestions and one of the replies was a 1 rogue / rest ranger build. I got my 1750 favor, rolled up the character, and never looked back until Assassin II.
On my rogue, I hated being useless against undead and constructs - not just less useful, but useless. On my ranger, I hated being able to find all the traps but not being able to do anything else about them. A 15/1 split was perfect. He's a beast in combat regardless of what he is fighting and he can take care of most of the traps and locks as well.
I have had a lot of fun with my assassin (rogue 15 / fighter 1 - 19/1 @ 20 cap). But I still cannot stand fighting things like undead, elementals and such. So...
*** Real Discussion - Back story's over ***
I honestly don't think it would be overpowering to grant a line of feats or enhancements - or heck, even innately grant some way for rogues to bypass fortification and sneak attack immunities. It certainly doesn't have to be 100%; I would be very happy even with a reduction in fortification (ie a % chance to get sneak attacks, kind of like Harry/Sally now).
Even going with a strength-based rogue isn't enough to offset the bonuses that other melee classes get. Sneak attack is something that is currently inherently necessary for a rogue to be combat-effective. I don't think that's necessarily bad but when combined with blanket sneak attack immunities it can get disheartening.
Something like this currently exists for constructs with the Wrack Construct enhancement line, but there are some issues I have:
- These could get very expensive very quickly if there were separate enhancement lines for constructs, undead, elementals, fortification, etc. It needs to be one line for everything or not enhancement based.
- A clicky for every type of mob would require a fair bit of hotbar and button-mashing management. Again, it needs to be one line for everything.
- WC isn't terribly effective at end game. My assassin has a decent intelligence for a rogue. Even so, in 4-5 Shroud runs, I have seen WC land against the portals an average of one-two times (0 in two runs, 3 in one run). Now he's not wearing a 6 intelligence item and he's not using a cursespewer, but there are a lot of portals and he is spamming WC as soon as it's off cooldown - such a low frequency is just not acceptable. Who knew stationary portals were so nimbly-bimbly?
- Edit: I got a +6 int item and Cursespewer... and haven't noticed even a slight difference. Maybe 1-2 successful wracks in an entire part 1. It's only been a week though.
So what are some solutions?
A single enhancement line for all types of sneak attack immunities and fortification. There could be a few ways to implement this:
- Mirror the current implementation of Wrack Construct: have a single clicky with a ~6 second cooldown that deals some extra damage and has a DC that when failed provides a chance to get sneak attacks for the duration of the effect.
- Get rid of the bonus damage in favor of a higher DC save.
- Get rid of the clicky and have the save inherently apply to all rogue attacks.
- Get rid of the save altogether. Just make it an inherent chance for all rogue attacks to be sneak attacks against things that are normally immune and increase the chance of getting sneak attacks against stuff with some degree of fortification.
- Tie this to feats instead of enhancements - this could be implemented any of the three ways above.
- Grant this inherently with rogue levels, or even make it one of the special rogue feats (akin to improved evasion, slippery mind, etc).
I think linking this to feats is a bad idea, unless it was available through the special rogue feats, and rogues got at least one more extra rogue feat; but then you run into balance issues of characters getting improved evasion at level 7 or whatever.
I think enhancements are a good mechanism for adding this, but I really don't like the idea of even more clickies. It needs to be inherent.
My favorite idea is just automatically giving it to rogues and increasing the chance with more rogue levels - very similarly to monk benefits such as run speed, slow fall, unarmed damage die, etc. Make it a 10% chance to get sneak attacks against SA immune mobs and a 10% reduction in fortification at level 3 and increase it 10% every three levels. That is just an example, I have no idea how realistic those #s are.
What do you all think?
I also really liked Noctus' suggested implementation: