Rogue seems to be not balanced compared to the other classes
Maybe it's just me and my friends but after 100+ hours in the game, we have the opinion that the Rogue is weak compared to the other classes.
Mages have the freeze cards and swell and furthermore a lot of valid builds
Warriors have the stamina effect, and block builds.
Tinkerer have mighty screw builds eventhough you can be unlucky and can't find the right cards for strong builds.
But the Rogue feels not equaly leveled in comparison.
Maybe you can do some nice little tweaks here.
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17 Mar, '24
NordosHighlighted comment
Rogue has, without doubt, the best room. Rogue has the ability to stun and move the enemies, thus creating quite a bit of control.
Arrow Rogue can be decently powerful with Arrow Rain and the likes, but generally the damage output is lower - my main issue is that bombs are so bad.
The issue with bombs are manigfold, but let me just sum my main problems:
- too much bomb generation (i.e. dig, etc.) tht shuffle useless bombs into the deck
- bad draws mean that you don't find ignites when the field is full of them
- you only ever want ne bomb character, due to the small space
- you have no way to scale bombs
So, there are quite a few good bombs out there, for example mass stun ones - but you don't want to play bombs in a solo run. You don't want to truly focus on bombs. ombs begin to flag off... -
15 Mar, '24
NameThe idea behind bombs is cool but currently, they are almost useless. Maybe there is a way to make them and contraptions worth using. Other than that, the rogue could focus more on the "mark" feature and on enabling other players to do their thing - which is already somewhat true. Another option is to buff the gem-dependent cards quite a bit to create something that scales into the lategame.
The rogue has good stun card and a good block card and decent mana/card management cards. This feeling of being an allrounder can be conserved but there should be some highlights. -
15 Mar, '24
WhiteyThe rogue's specialties are gemstone cards, movement cards, and stun cards.
If you can practice self-control, multiple Shakedowns (or Stonks) will carry you and your team. And your starting arrows upgrade straight into them.
With free movement (or 1-mana cost movement) cards, you can mitigate a lot of damage.
With concussive arrow, bling, and/or stun bombs you can further control the battlefield.
I've consistently done my fair share as a rogue. Concentrate less on trying to do damage, and see the rogue as a utility player. There are other more complicated builds, but it takes the right artifacts and cards. -
19 Mar, '24
BakaA upgraded ignite would be nice. I would see this being tied to rare+ bombs that generate ignite. You could also tie it to its own influence card and call it pyromaniac. I would suggest that you could have it down 2 ways.
x card is given to you at the start of the turn. x card deals 1 damage to near and far range and detonates bombs in effected area.
a less powerful influence where (x card is given in hand at start of turn if bomb is active). X card is played onto a area with a bomb igniting it as well as 2 random other areas dealing 1 damage to all in given areas. If you wanna expand more on that you could also have that scale damage as well, where the more bombs ignited this way the more damage is down when the ignite is used. 1+(1+x) x would be the amount of bombs blown that fight. -
26 Aug, '24
TheSnorbblerBombs are really only viable if you can make a bomb rogue build that is essentially three adapts (0 cost draw until you hit a non-0 cost) a bomb, and any other 0 cost cards you like (gancho for example). This lets you cycle the bomb and its ignite until you run out of mana from ignites. If you have toy compass, you never run out of mana because adepts draw themselves.
It is weak to boss modifiers, however, and I do think bombs are very clunky in general. -
06 Sep, '24
TheMyrManRogue's by far my most played class (although Bruja's catching up quickly now) and I've never found it underpowered at all. You can do crazy damage with the shrapnel build, have good utility with stuns and push/pulls, have some of the easiest "infinite" decks (with adapt) as well as Chainshirt/Clout being some of the most reliable high-block cards. Some decks, like Quarrel and Bomb build, don't seem to keep up, but do provide some decent utility at least. And the Gem build, Shrapnel build and Sleeve Trick build are all really potent, and that's not even mentioning the Deadly Streak + Chainshot deck, which takes a lot of setup but is so much fun once you get it going!