LS and SS rogues were de facto buffed relative to DS rogues whenever stab landing was changed to scale with short blades beyond 84%. Combine this with everyone having essentially half of old master damage on stabs and it's a pretty potent combo -- both higher damage and higher land rate than their DS counterparts on average. Normalizing vial regen was another similar change -- didn't up LS rogues, but certainly downed DS rogue mobility. I think changes like that are better than complex changes -- also because the problem isn't that rogues (of any kind) are
hard to play. They're not. They're just not super
fun to play as, with, or against.
If the problem is that DS rogues are dismounted all the time and have better mobility and that is a relative advantage because they can sneak/hide more frequently, do something that's good for PK at large (i.e. not making them OP relative to hunters/warriors) but may have a de facto impact on the relative str of LS/SS rogues vs. DS rogues. As I've said before, I would look at notice mechanics; being able to move around/sneak/hide at will without considering smells/mounting/dismounting is a much lower relative advantage for DS rogues over LS rogues if notice does not cost moves to move around with. Then you can up land rate by virtue of dropping notice's inherent protection against stabs landing or reducing it greatly, which again, disproportionately benefits the class that has a higher ceiling on land rate/damage.
I have a great deal of fun on my LS rogue whenever I can get people to actually try to kill me and it's a class that shines when using mob support or fighting 1 v many. Thing is, I can't really blame anyone for not wanting to fight rogues. For as resource-intensive as playing a rogue seriously can be (in terms of mvs, vial, etc.), playing
against one that you fully intend to kill can require a lot of resources too. If it's less exhausting to play against rogues, rogues will get more PK and it might be harder to confuse "not fun" with "hard".
Here are my pracs on a prerolled (18 12 12 19 19) LS rogue:
sparry - 85
hide - 99
sneak - 91
dodge - 99
attack - 73
backstab - 99
short blades - 99
search - 50
track - 30
ride - level 4
notice - 90
survival - 98
vs. a comparable trolloc (18 9 9 19 18) rogue going for roughly the same build:
sparry - 79
hide - 99
sneak - 89
dodge - 99
attack - 62
backstab - 92
short blades - 93
search - 26
track - 26
notice - 88
survival - 46 (level 3)
The point isn't that troll rogue pracs are bad or inappropriate, but there *is* a trade-off right now for the ability to run around dismounted all the time (in terms of both land rate and practices). This is not even going into the different builds you can do with the pracs -- for instance, there's not really any class (stabby hunters, even heavily bonused stabby hunters, trolloc rogues, etc.) that can pull off a stab/crit hit projectiles build the way a vanilla LS/SS rogue can, especially if they have 16 int and 19 dex. And I think you made it so you can buy unlimited projectiles in Fal Dara, so it's not particularly onerous to gather resources.
isabel wrote: ↑Fri Jul 14, 2023 9:04 am
Wovoka, Arjuna, Fermin etc are top tier players. I don't think it reflects on the class. A great player can make anything look amazing.
Geom does/did well up north too.
TL;DR -
1 - "Harder than DS rogues" does not necessarily mean "hard".
2 - Recent changes have disproportionately been better for LS/SS rogues, so that gap is actually the smallest I have ever seen it in 20 years or so.
3 - People might be confusing "not fun" with "difficult".
4 - Projectiles exist, are easily available (unlimited purchase in FD), and are really only viable in combination with stab for LS/SS rogues. There is your separate mechanism to "buff" LS/SS rogues already implemented.
5 - Make rogues (of all kinds) more fun to play against and people will probably have more fun playing them -- assuming fun is the goal.