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The Vanguard Rogue: Straight from the Source
By Nenjin Darkeyes
Feb 3, 2006, 17:25
The Vanguard Rogue: Straight from the Source
As is our way here at the Safehouse,
any time we get the chance to ambush a developer about the status and
future of the Rogue class, we take it! Just before the banquet dinner,
Fricka and I managed to lure Darrin McPherson (aka Talisker, Master of
Classes, and Hater of Coffee) into a side room where we proceeded to
tag team him for information. As always, Darrin was a wealth of good
info, and artfully painted a picture of how he envisions the Vanguard
Rogue, how it's changed over its development, and possibly, what's in
store for it in the future.
The Evolution of the Rogue Class
Fricka and I wanted to know how
Darrin defined the Rogue class for Vanguard, and how it had grown from
its original paper designs into what it is now.
Darrin: It's
the same fundamental idea that I had originally, which was, I wanted
Rogues to be stealthy in combat. I wanted stealth to be one of their
primary functions...I would say that the original design was that we
focused strictly on combat and how that would work with stealth. And
then when I actually sat down to design it, I decided that I wanted two
more things, more flavor, more utility.
So I gave the Rogue the ability to use items that no one else could
use, and the ability to get items that he could use to make that
equipment, so that he could exist by himself. He doesn't need a crafter [emphasis
mine, it's an important distinction. The move is aimed to avoid
paralyzing Rogues with expensive crafted components ala Final Fantasy
XI, not to make them a soloing machine].
The Rogue that was, and the Rogue that will be
It's hard for an EQ veteran to
compare Rogues to anything else, and I'm no exception. I asked Darrin
how much non-combat utility we could expect with the Rogue, if it would
meet or exceed the utility aspects of the Rogue class of EQ.
Darrin:
We're nearly what Everquest had, with the exception of traps and locks.
We will have traps and locks. Rogues will be disarming them. So
ultimately we will have the same sort of focus if you're comparing it
that way. Plus your pick pocketing has a much more clear purpose. In
Everquest you pick pocketed because it was fun, and you got stuff, but
you could get [In Vanguard] actual usable items. Things that you need to fulfill your role as a Rogue by using those skills.
But...I liked making the monies!
And I asked him if any of these items
would be sellable, or if sellable items were included in the range of
things you could pick pocket.
Darrin: You'll
have a great deal of the utility items that you get, and there will be
the ability to get items that you couldn't normally get...We cannot
allow this to become a money maker for the Rogue. So we can give you
items that you would use, but are generally worthless to everyone else. [And by this he mostly means vendors, but I could see a Rogue selling components to his fellow thieves]
The maybes of Pickpocketing
Darrin mentioned that they were
playing with the idea of pilfering from certain mobs that might get you
something valuable in terms of coin loot, at the risk of getting
annihilated. But he stressed that it's a very delicate line that is
easily crossed. As the only class with the ability to do something like
this, Rogues would eventually become the richest characters on the
server just by playing their class. Darrin repeated that he made no
guarantees on something like this going in game, which made me think
it's still in the conceptual phases only.
Rogues and their toys
So, Rogues can get items through
their abilities and combine these items into equipment. Is crafting
just out of the picture then? Is there a tie in between crafting and
Rogue equipment? What kind of stuff do these things do anyways?
Darrin: Getting
crafted components certainly helps. Because the crafting components
could, instead of you having this poison that does X damage, you have
that poison that does X damage, but now you have 10 charges of it
instead of 2. If a crafter gave you a vial he made, a finely crafted
vial, instead of the crude on you could fashion--
Me: So there will be some interplay between the Crafting and Adventuring Sphere.
Darrin: Oh
yeah, but it's not required, you don't need to do that. There are some
higher level items, very high level things that aren't even introduced
on the beta server right now, that give you real powerful abilities
like, a speed buff, or the ability to evacuate your group from a
dungeon. Those things require rare mob drops and/or crafted items.
Me: Rare mob drops or stolen?
Darrin: Both.
So for example there is an ink that you need to use, to craft the
highest level versions of the magic scrolls that you can cast. I think
that at level 48, you can create this scroll that allows you to
evacuate your group, which is a utility function that only casters [used to] have.
Me: [happy dance]
Darrin: We
give you magic scrolls, and that allows you to do water breathing. We
give you a set amount of spells. You won't get nukes. Scrolls won't
allow you to do that. You get poison. Not only that, you get poison
that you don't just apply to your blades, you can apply directly to the
NPC.
More about the Rogue Crafting / Adventuring / Harvesting Cross over
For clarity's sake, I wanted to know
if all of the crafting classes in some way contributed components to
Rogue equipment. Darrin said it was only a couple of crafting classes,
but that the items these crafting classes made were not hard to make,
or very expensive. How this ties in with the “secondary crafting skill
sets” that have been talked about, which is a second lesser crafting
class in addition to your primary one, Darrin was unsure. However he
did say that harvested items could be used to enhance your Rogue toys
like crafted components. These would probably need to be refined by the
appropriate crafting class in most cases.
Stealthing, Perception, and the Primary Attributes of the Rogue
All classes in Vanguard are able to
use stealth. However, Rogues are the only class that can stealth in
combat and stealth to the extent of the Everquest Rogue. There is an
important distinction Rogues of Vanguard should be aware of between
stealth in Vanguard, and stealth in Everquest. In Everquest, a mob had
an aggro radius. When a Rogue attempted to sneak past a mob, crossing
into its aggro radius (which could be very large) and being detected
caused the mob to attack the player. Vanguard NPCs have both an aggro
radius, AND a perception radius, and their perception radius is
generally larger than their aggro radius. What this means for Rogues is
that having your stealth broken does not necessarily mean you've gotten
aggro. It means that you've been detected but the mob isn't trying to
attack you yet. Of course, this doesn't mean stealthing is a cake walk.
In attempting to sneak past many mobs at once, you might enter the
aggro radius of 2 mobs undetected, but then you are picked up by a 3rd
mob's perception radius, which would break your stealth, causing the
other 2 mobs to aggro you.
The mechanic for stealth does
not rest on your attributes. Thus, having a higher dexterity or agility
does not contribute to your ability to stealth. Both attributes are
very important in other ways, but in the context of stealth, they are
not. Stealthing gives the Rogue many
advantages. While stealthed, if a Rogue targets a mob and gets close
them without being detected and without attacking, they begin stalking
the mob, gaining increases to the accuracy of their first attack the
longer they remained stealthed. Second, all attacks launched from
stealth do more damage than if they were used outside of stealth. And
to complete the chain of Rogue Stealth Combat...
Darrin:
I would prefer that the Rogue be stealthed in combat the entire time.
Every one of your attacks, if executed from stealth, will allow you
stay stealthed...as long as you don't get aggro, you can remain
stealthed.
Since the E3 and
subsequent Rogue interviews, there has been some confusion about what
attributes and skills are truly important to the Rogue. For example, is
perception important for a Rogue? Chew on this. The skill pool for
Perception is the same pool you find your stealth abilities in. This
pool is assigned a total number of points that can be spent, and it is
not enough to max out all skills at the highest levels. So Rogues must
choose between Perception skills, and stealth skills. An easy trade
off, yes? Maybe not. Rogues specialize in exploiting enemy weakness in
combat, sighting vulnerabilities that allow them to strike with
devastating effect. The ability to spot those opportunities rests on
your Perception skills. And in the case of perception, Intelligence
DOES matter. As you can begin to see, Vanguard Rogues will have a
wealth of options to choose from in terms of what they want to
specialize in.
So what attributes are truly
important to a Rogue? Even after having it all explained, it seems like
a subjective call. Obviously, Strength adds to your melee damage, and
it was what Darrin considered “most” important. Intelligence adds to
your ability to spot threats and opportunities. Dexterity and Agility
factor into your combat performance and survival. What was once a clear
cut choice is now a plethora of options. And Darrin is big on giving
people choices about how to play their class rather than shoving every
member of a class into the same build.
A Day in the life of a Rogue
Darrin: So
let's say you begin combat, you are level 1...You're solo....You can
stealth, you can pull up to the mob, and you begin stalking the mob
which increases your accuracy. Let's say you don't care about that much, so you don't have to wait for that accuracy mod to
increase. You attack the mob. You deal more damage than you would have
because you are attacking from stealth. And the stealth attack, if you
use the attack called Brutal Thrust, it does a higher modifier, like
30% to 40% extra damage, if you do it from stealth. So now you're
fighting but you can't re-stealth because the mob is hitting you and
aggroing you. You can't get rid of that. So now let's say you're in a
group. And you're in a group with a warrior who has good aggro
management. He attacks first. You begin stealthing. You attack, but now
the mob hasn't turned on you, because you did damage but the warrior
has the aggro. You can use abilities or items to make that mob
distracted. And if you make him distracted, if you make any mob that is
aggroed on you at that point distracted, you can re-stealth. And
they'll forget you. And then you can begin stalking again, you can
attack immediately if you don't care about the damage [accuracy?] modifier you get.
Me: So is that like aggro wipe, or aggro reduction?
Darrin: It's
not aggro wipe, it's not even aggro reduction. It's that they don't
perceive you anymore, you're not there. It's the same state you were in
before you attacked. I was stealthed, they don't know that I'm there. I
attack, they know I'm there. I distract them, then I re-stealth, they
don't know I'm there again. They would have to have a successful
perception check to get you out of stealth.
Me: So
in theory, if the mob was facing you, and you distract him, and then
went into stealth, and came back out stealth immediately, he would just
turn back to you? Because you still have the same value of aggro?
Darrin:
If he was on you, and you tried to stealth, you wouldn't be able to.
You can't stealth when something is attacking you, ever. So we give you
a little item called Flash Powder when you start. Flash Powder is an AE
Distract. Meaning that if you're fighting 3 mobs and they are all
hitting you, and you use it, you can't stealth, because they are all
hitting you. But if you for some reason are attacking 3 mobs, and they
are all focused on someone else and not physically attacking you, you
can use Flash Powder, and it makes everyone of them distracted. And
then you can stealth again. And then you can choose whatever you want
you want to do at that point.
A Roguely Mouthful?
I asked that, since Rogues have this
intricate system of using stealth and timing of abilities and attacks,
Rogue toys, AND opportunistic attacks, if Rogues would get less actual
abilities compared to other classes. Because let's face it, that's a
lot to have on the plate of one class. Giving the Rogue comparable
amounts of clickable abilities to other classes would be very
unbalanced, and difficult to manage for the player. Darrin didn't
necessarily state that they would get less abilities, but that it was
going to take a higher level of class knowledge and skill to fully
utilize the capabilities of the Rogue, which in the end all comes back
to melee damage output through the use of stealthed attacks and Rogue
items.
Darrin: It
is more involved, and it will take a higher skill set. And you'll have
Rogues that don't stealth in combat, who aren't doing optimal combat, I
guarantee you. And those people should probably be playing Rangers. Or
a Monk, you know what I mean? They shouldn't be playing that [Rogue] class. And I'm ok with that, if that class, the shaman, other classes, take more
expertise if you want to enjoy playing them, or if you want to play
them to their fullest extent, you have to know how to play them. And it
will be the same for several of our classes, but we will have classes
that can just you know...it's not as complex. The Rogue does not have
less stuff, you just have to use it at the right time, and you have to
do it correctly.
Me: It's all situational.
Darrin: Right.
Well the big situation you're waiting for is stealth. When you're
stealthed, then you're waiting for weaknesses. You want to strike when
the Iron is Hot [a weakness on the opponent] right? There's a weakness
on that NPC, and you attack, and ideally we want you doing a truckload
more damage. But at the same time you might get aggro. But it might be
worth it to do triple damage.
Me: It's always worth it to do triple damage. :)
Stealthed attacks and Ranged Groups, a pain?
Fricka brought up the situation where
your group is using mostly ranged attacks. Darrin said that no matter
what, someone ends up tanking the mob, and you can stealth attack if
you're not the one tanking. Similarly, if you're facing ranged mobs
like casters, you can approach unstealthed, distract the mob (because
if he's not nuking you, he's not preventing you from going into stealth
after he's been distracted), line yourself up, and then shank the
bastard.
I some what seriously and some
what jokingly asked about stealthed Ranged Attacks, and Darrin said he
didn't see that happening. Or maybe he did. Once I dubbed it Neck Shot,
he said “Well, maybe, you never know”. The seed has been planted.
Ranged Combat
Rogues can use bows and thrown items.
All melee classes can use some form of ranged attacks, although the
Warrior is the only Protective Fighter class that can equip most of the
them. Other “plate” classes must use thrown weapons. Ranged Combat has
it's own system, which Darrin was a little dodgy on, except to say what
it wasn't. Currently Ranged combat in the beta is akin to ranged auto
attack according to him, and that it will soon be replaced by something
more complex. One aspect of it is that attacking with a Ranged weapon
leaves a player defenseless while doing so, meaning any attacks coming
at them would hit more often and deal more damage while using ranged
weapons.
Rogue Weaponry
Fear not, you won't be stuck with
one-handed piercing weapons anymore. Rogue will be able to wield most
1-handed weapons. However, Darrin would prefer Rogues use daggers, not
only because they are quick, but because they make use of a special
dual wield animation which includes flipping the grip and fighting
daggers down style.
Thieves Guilds
A question we've posed to Darrin
before. As I understand it, Darrin's responsibilities are mostly in
class design, and not in other areas like questing, which is where he
sees Thieves Guilds. Mostly like, he said, was that they would
integrated into Diplomacy in some form. Team leads do meet, but at this
point, they are not to talking about Thieves Guilds.
Woe is Climbing
Darrin: I love climbing.
Fricka: Climbing?
Darrin: I do love climbing.
Fricka: Climbing? :)
Fricka is especially
interested in climbing as she does rock climbing for a hobby. I've been
rooting for Climbing since ye' elder forum days.
Darrin:
I would expect it but not for release. There would be areas that we
would want you to climb, and we would put those in the areas so you
could climb. But we don't want you climbing everything. It's clunky
because the world hasn't been created for climb. Just like it hasn't
been created for fly. We'd love it if you guys could fly around, but
we'd have to protect areas so you couldn't get to them, and we'd have
to make areas where fly was required.
Behold, The Vanguard Rogue!
So in synopsis-
- The primary attribute of
interest to Rogues is Strength. Important secondary attributes are
Dexterity, Agility, and Intelligence.
- Rogues will be able to detect and disarm traps, and pick locks.
- Pickpocketing and stealing will not provide a way for Rogues to make money constantly.
- The Rogue's primary function is
to deal damage in combat in conjunction with stealth. There are a
variety of benefits to attacking from stealth.
- Targeting a mob while not attacking and in stealth allows you to stalk them, giving you accuracy bonuses.
- Attacks launched from stealth
do more damage, and if the Rogue does not claim aggro, the Rogue will
remain in Stealth after the attack.
- Rogues with good perception
will spot opportunities to exploit an enemy weakness, causing massive
damage and effects when attacks are used while the weakness is exposed.
- The Rogue will have abilities
like Pick pocket and Extract to get items from mobs that only Rogue can
make use of, that they can then combine to create tools that will help
them fill the role of their class and add utility benefits to groups.
This is a Rogue class ability and does not rely on any other crafting
class.
Some examples of Rogue Tools are:
- Flash Powder, which distracts a mob or group of mobs, allowing a Rogue to slip back into the shadows in combat.
- Poisons which can be applied to your weapons or directly to the mob.
- Magic scrolls which allow the
Rogue to use powerful abilities like Run Speed Increase, Water
Breathing, and Group Evacuation Spells.
- The best Rogue tools will require rare mob drops and/or stolen items to create, along with the appropriate level of skill.
- Basic and easy to get crafting components can be used to enhance the effect and quantity of Rogue crafted tools.
- Rogues can use any 1 handed weapon, throwing weapons, and bows. Rogues dual wield.
- The best and most effective
Rogues will be those who try to stay in Stealth during combat as much
as possible, who make effective use of their Rogue tools, and who are
able to recognize, identify, and exploit situational weaknesses in
their opponents.
Final Thoughts
In talking with Darrin, one thing
became abundantly clear. He wants to bring the players options,
choices, and different paths to take with his class designs. Nothing
irks him more than when he includes a feature to a class IN ADDITION to
something that's already there, and players complain that they are
having their “choice” limited. Nothing is farther from Darrin's
intentions in how he designs classes. He wants to give the player tons
of options in how to play, that when all those options are used in conjunction, will
separate the truly class-enlightened from the button mashers. The
Vanguard Rogue sounds positively stellar to me, a morphed and evolved
version of the Everquest Rogue with a larger role and a more complex
set of tasks and nuances to master. In the scope of melee classes, the
Rogue stands out as having unique systems, options, and abilities that
will make them a wanted class in Vanguard groups. So great work Darrin,
you've got this Rogue's seal of approval.
Thanks for reading.
Justin "Nenjin" Wheeler
Safehouse Staff Writer
© Copyright 2004-2005 The Safehouse Network, LLC
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