This focuses the Freerunner on speed and evasion, and gives him some clear goals both in terms of gameplay and item choice. The extra evasion also scales with excess strength on armor, effectively transitioning that base class benefit to the Freerunner! The Freerunner rapidly loses momentum whenever he isn’t running, but if he’s quick at weaving into and out of movement he’ll be able to maintain a high amount of charge. Momentum grants the Freerunner bonus movement speed and evasion, depending on the charge. As he moves the Freerunner will build momentum, fully charging at 10 moves. I’m changing this up by giving him a new system where he needs to earn his movement speed more directly. The Freerunner:Ĭurrently, the Freerunner gains a boost to movement speed whenever he isn’t starving or encumbered. This should nudge down the rogue’s lategame power, and also make his later game abilities more fun to use. I want to make his subclasses slightly weaker than they are currently, and require more interaction. A big component of the power of both of his subclasses comes from them requiring the player to do very little to fully benefit from them. This is because the Rogue gains a ton of power once he gets access to better items and his subclasses. Despite losing lots of ground to other classes, the Rogue’s winrate climbs to be just about 5% below the average. The Rogue’s subclasses also have issues, but they’re almost the opposite of the issues with his base class. The removal of the cloak’s cooldown means the Rogue finally has a tool to deal with strong enemies, as he can spend multiple charges for consecutive surprise attacks. This should significantly buff the rogue’s ability to escape danger and deal damage in the early stages of the game. The cloak is getting a significantly faster recharge speed, and the cloak’s cooldown mechanic is being removed entirely. The biggest direct buff to the Rogue here is coming from improvements to the Cloak of Shadows. I’m going to cover what exactly ‘secrets’ are in the next blog post (don’t worry, it isn’t more traps), but the intention with these changes is to allow the Rogue to more easily explore the dungeon, and for him to get more rewards out of said exploring.
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