Like I said, the dodge chance idea was just a very WIP idea and I myself am now starting to realize that something like that would need a lot of fine-tuning to not feel completely gamebreaking! :D Also for the amount of people that disagree I'm grateful that it hasn't hugely impacted the like/dislike ratio so thanks a lot for being mature about it, i put a lot of effort into my discussion videos and i don't want the reception to be poor due to an opinion people don't agree with, so I appreciate all of you for that!
Kinda late to this party. A few Private Servers have gone the 'Dodge Chance' route on new classes or just added it as a background mechanic dependent on speed and def. The chance to dodge a shot shouldn't be dependent on tier, moreso on stats, and how long that dodge is enabled should be dependent on tier
Dodge chance is always a bad idea in realm. Realm relies entirely on the fact that you know how much damage each shot will do and act accordingly, dodging or going in based on skill and knowledge. There should never be a situation where you could get hit by the same bullet and it’s basically random whether you live or die. That would be supremely unhealthy for the game and leave so many deaths that feel random and unfair.
Simple enough to have the cloak retain its functionality except have invisibility make bullets not interact with you. Enemies will still target you, AOEs will still hurt you, and taking damage will knock you out of your cloak. Ghost Pirate Rum and a new (easy to obtain) UT retains the old effect so you can still play the old way. Fixes all the design problems while keeping the core design intact. - New UTs which preserve the functionality of the old system - Phantomweb Cloak: Low tier cloak woven from light-reflecting webs created by the Spider Queen's subjects Deathcreep Cloak: Mid tier cloak used by the foolish to hide from death itself. Found in the Undead Layer Ghost Pirate Cloak: A high tier cloak of fabric soaked in Ghost Pirate Rum from the pirate ship
Dodge wouldn’t be good for a game like realm imo , it’s good In other mmos/mmorpgs because you’re always gonna take damage but in a bullet hell game where the goal is to dodge that would be super inconsistent, especially when you’re dodging a lot the ability would essentially be useless, I would add that as a secondary passive for tiered cloaks maybe(like how helms have speedy and berserk. Good vid though pls drop summoner vid 🥲
I saw an idea posted on Reddit for a rouge buff: slight damage increase based on how close you are to the target, I’m unsure about dodge chance, but with some kind of ability rework, scaling damage based on distance might be cool and fun
Hey, I put something on there about that several days ago. Tho I doubt I'm the first to come up with that idea, damage bonuses aren't exactly a unique idea
Rogue has been my favorite class for a while now, it's always been fun for me in the early to early midgame to have a strong solo class to be able to farm pots easily, even on an unmaxed char, but ever since I started getting to the endgame dungeons such as when lost halls was released and when I started doing o3s, it's usefulness has gone down severely due to the lack of needing a good rusher for these dungeons and the fact that it's damage is so low. It still is my favorite class due to my attachment to it, however it does definitely need many buffs. I think for starters bloody cloak should work like vesture, instead of giving you a crippling status effect like slowness which reduces damage to 0, it should give you -10 or -15 spd. Just imagine if vesture gave you armor broken instead of giving you -6 def, it would be so punishing to use. Another thing is that the +25 atk from the bloody cloak isn't like the monocle atk buff, centaur's atk buff or the vesture's atk buff because it lasts for a little over half of it's cooldown, which makes it more like a consistent +15 atk buff. With that in mind, I think that rogue should get 5 extra base atk, and the remaining atk should be taken out of the bloody cloak, making it only +17 atk, or it should be reworked into a consistent +10 atk. Rogue could also just get the atk buff without taking it out of bloody cloak, because there are many other classes capable of higher dps than rogue with longer range weapons that have abilities that just do raw damage which is really good with high level magic heal, completely outclassing rogue due to the lack of a spammable ability to convert mana into damage like the spellbomb, scepter, mace, and short range weapon users also have powerful abilities like the ninja star and the wakizashi. This doesn't really create a good solution for how to rework rogue's normal ability and to replace invisibility, but at least if the stat buffing is fixed, and the bloody cloak is buffed, rogue would be a pretty good class.
I think they should entirely remove invisibility but make some different balancing: 1. Planewalker would still be able to TP just at a lower cooldown and no invis 2. A special cloak that makes you invisible, just a single one 3. Deal more damage the lower amount of enemies close to you (being a good class for bosses or just damage stack clearing) 4. Make bloody cloak proc not stackable but instead make it like cshield, remove speed instead of giving slow. That's pretty much it.
Also consider playing rogue like a tank: mist + turncoat + oryx cloak means that if you take damage, u go invis +100 health, and it takes 20 damage off everything that hits you, regardless of armor piercing status. If your below 550hp, which isn't even half health for the rogue, it becomes 80 damage off each shot. So if each shot does 100, you just took 80% less damage. 40% less if it deals 200 initially. If you have enough def, some shots in glands actually heal more than they hurt If you want to be more dps oriented, swap out the mist with a monacle, which gives more hp and mist has a prohibitively long cooldown anyway
I think a healthy change that wouldn't impact the uniqueness of the rogue would be converting the cloaks into mp/s abilities like the ninja star or Crystal Shield. While cloaking, pet magic heal doesn't work, like with the Daybreak Chakram, and you gain flat stats. I imagine tiered would give a flat dex and speed increase while cloaked. Like you, I wouldn't want to give numbers because I don't know the integrities of game balance in Realm, so I'll leave it up to the imagination. While that makes certain cloaks a bit less unique like the Bloody Surprises and Vampiric Cape, I think those cloaks can just be reworked to function slightly differently. Furthermore, remove the +dex and +speed on tiered cloaks, and instead give them +vit or another stat, which would help with the survivability. Overall, it should be a buff to the class, but not a huge buff as rogue is pretty balanced as is. That being said, I think the aspect of the game being easier on a class that can go invisible is fine. It helps players who might be less skilled at dodging, but still want to be able to complete harder pieces of content. It's not like rogue is out there beating solo O3 record times, as most skilled players will opt for more dps either way. Just my 2 cents.
I think they should remove invis from cloaks but I don't like the dodge chance idea. If we're sticking with the evasion theme, I think they could add a special cloak effect that reduces damage taken by a percentage for a certain time (independent from defense and calculated on the actual damage received). To differentiate this from tanky classes, it would be very strong but very short, somewhat like a weak oreo, and have a different proc that I haven't thought of yet. What y'all think?
one thing to note is that they're able to remove the bug between bloody cloak and monocle. they did it with the oryx battle seal bug which gave +180 attack. I was going to try and do a world record solo with that bug but they removed it before I could get enough ghost rums.
Whatever it will be, it should NOT be RNG based. That ruins the fun of the gameplay. having to rely on RNG whether or not you live or die is super shitty in a game like this
Vitwis buff on hold, Dodge chance on hold, no invis, tiered ones have scaling on equip spd buff. This, to me, would give the feeling of a slippery hard to kill class, but directly scales with pet and skill progression due to vital combat, which allows for rogue to be the step one takes to get better alone or in groups and allows one to practice harder things as less punishing things.
Yeah I do hope something can be done about proc stacking. Even effusions are hard to use with really any class with a buffing proc. btw. what is your new pfp
Hmm i was thinking about the rouge and what he does.. The rouge is a fast shooting and fast class ingame and if you look in other games, same there, so maybe some kind of warrior type ability where u get speedy and dexterity boost, but just on urself. Dont judge me, just came to my mind. because its a lether type it should maybe get some other stats aswell.
Tbh a lot of enemies do have something to compensate for the invis of rogue though it's not much. Adding something to counter invis shouldn't be too difficult, just some special attacks for each boss/mob to deal with it and invis won't be so OP anymore in solo play
I would have done it so that pets cant do anything while invis (and also after the invis for a while) maybe balance it a bit for grouped fights and voilla fixed.
I disagree with the dodge chance, personally I’m not fond of the abilities that do things on getting hit. Having a chancw for a bullet to miss I feel would fuck with players because in a bullet hell game we’re trained to physically move the character rather than just eat the hit.
for whatever reason at the beginning of your video while you were in 3rd dimension I had a fear you were going to fall off the map and die even though I know it's impossible
Concept for rogue rework: ripped straight from apex/ titanfall but i think it could make him a much more fun character. Instesd of cloak give him "phase" where he becomes invis, invincible, but he is stunned. Basically he temporarily removes himself from the fight completely. Have some UTs that give generic cloak, some that are built for dps. Bam problem solved
@@milobrown5941 all good haha, ya exactly a cooldown to prevent cheesing phases for free would be needed. Only issue I see now that I reread this 11 months later is; if he's removing himself from the fight and actively not helping in boss fights he becomes the ultimate leach character and everyone besides the rogue would hate the character. Not sure how to fix that haha
@@milobrown5941 Yaa it would be incredibly unpopular for high tier dungeons since it would legit be the ultimate leaching tool haha. I was thinking some kind of group stealth ability would be cool but I could imagine it getting players killed when rushing... rogue is in such a wack spot. The ultimate solo rush character but brings absolutely nothing to the table for groups
If u put dodge chance in bullet hell it must be 100 or 0% if rouge play in group dodge change have no sense, if played solo and we swap invis to untouchable it will be quite same
Just give rouge crit chance instead of invisibility. I don't think dodge would be healthy for the game and invisibility is just not good in a group setting
I think changing it to dodge chance would kill the class, the last thing you want in a very skill based game like realm is rng, especially since realm is permadeath.
Rogue can be broken tho, in several pservers if you have permainvis you can solo every cave So build a rogue jsut to solo because that is the whole point of the cloak, going invis so the mobs dont shoot If the mobs dont shoot you can relax and do damage, As i like to call it theres 2 types of playstyles: survivability, damage, mediocre, There are classes with high dps output like warriors Chars built for more safeplay damage: idk wiz or somethinv And then pure survivability: rogues and priests etc The rogue is purely made to be able to solo, to be able to solo you just need to survive, damahe doesnt really matter Thats the reason rogue doesnt do a lot of damage, it was just never intended to do that, it is built to be one of the more extreme cases of survivability to be able to solo every top tiered dungeon And as a fact, a lot of players dont know this, so almost everyone is using rogue the wrong way, cuz they dont know its intention is to solo, not do do a dungeon wjth 2 or more people, its for the pure solo,
Like I said, the dodge chance idea was just a very WIP idea and I myself am now starting to realize that something like that would need a lot of fine-tuning to not feel completely gamebreaking! :D
Also for the amount of people that disagree I'm grateful that it hasn't hugely impacted the like/dislike ratio so thanks a lot for being mature about it, i put a lot of effort into my discussion videos and i don't want the reception to be poor due to an opinion people don't agree with, so I appreciate all of you for that!
do you have or planning to make a discord server?
@@smugcat7368 at some point. I'm not really popular enough to have my own server so maybe I'll try when I hit 5k
@@aphrow welp i'll be waiting for it
@@aphrow have you ever played the rogue class with the ability on the game "Soul knight" ? I want that ability in ROTMG instead of cloaking.
Kinda late to this party. A few Private Servers have gone the 'Dodge Chance' route on new classes or just added it as a background mechanic dependent on speed and def. The chance to dodge a shot shouldn't be dependent on tier, moreso on stats, and how long that dodge is enabled should be dependent on tier
Dodge chance is always a bad idea in realm. Realm relies entirely on the fact that you know how much damage each shot will do and act accordingly, dodging or going in based on skill and knowledge. There should never be a situation where you could get hit by the same bullet and it’s basically random whether you live or die. That would be supremely unhealthy for the game and leave so many deaths that feel random and unfair.
I agree.
What are you talking about? If you would've died anyways to the shot, how would a chance to dodge and survive be unfair?
Simple enough to have the cloak retain its functionality except have invisibility make bullets not interact with you.
Enemies will still target you, AOEs will still hurt you, and taking damage will knock you out of your cloak.
Ghost Pirate Rum and a new (easy to obtain) UT retains the old effect so you can still play the old way.
Fixes all the design problems while keeping the core design intact.
- New UTs which preserve the functionality of the old system -
Phantomweb Cloak: Low tier cloak woven from light-reflecting webs created by the Spider Queen's subjects
Deathcreep Cloak: Mid tier cloak used by the foolish to hide from death itself. Found in the Undead Layer
Ghost Pirate Cloak: A high tier cloak of fabric soaked in Ghost Pirate Rum from the pirate ship
Exactly dodge chance is a terrible idea, it won't really be game-breaking, just overall really useless
@@videogames2339 I think it will come down to who enjoys the idea and that's who will play it while others won't touch the class due to inconsistency.
Dodge wouldn’t be good for a game like realm imo , it’s good In other mmos/mmorpgs because you’re always gonna take damage but in a bullet hell game where the goal is to dodge that would be super inconsistent, especially when you’re dodging a lot the ability would essentially be useless, I would add that as a secondary passive for tiered cloaks maybe(like how helms have speedy and berserk. Good vid though pls drop summoner vid 🥲
Dodge chance sounds disgustingly bad, but yeah we need a cloaking rework
yeah good concept on another game not rotmg, its disgusting for this game
first class I exalted, still my favorite
hi shane
I saw an idea posted on Reddit for a rouge buff: slight damage increase based on how close you are to the target, I’m unsure about dodge chance, but with some kind of ability rework, scaling damage based on distance might be cool and fun
Hey, I put something on there about that several days ago. Tho I doubt I'm the first to come up with that idea, damage bonuses aren't exactly a unique idea
Dodge chance would be amazing
Rogue has been my favorite class for a while now, it's always been fun for me in the early to early midgame to have a strong solo class to be able to farm pots easily, even on an unmaxed char, but ever since I started getting to the endgame dungeons such as when lost halls was released and when I started doing o3s, it's usefulness has gone down severely due to the lack of needing a good rusher for these dungeons and the fact that it's damage is so low. It still is my favorite class due to my attachment to it, however it does definitely need many buffs. I think for starters bloody cloak should work like vesture, instead of giving you a crippling status effect like slowness which reduces damage to 0, it should give you -10 or -15 spd. Just imagine if vesture gave you armor broken instead of giving you -6 def, it would be so punishing to use. Another thing is that the +25 atk from the bloody cloak isn't like the monocle atk buff, centaur's atk buff or the vesture's atk buff because it lasts for a little over half of it's cooldown, which makes it more like a consistent +15 atk buff. With that in mind, I think that rogue should get 5 extra base atk, and the remaining atk should be taken out of the bloody cloak, making it only +17 atk, or it should be reworked into a consistent +10 atk. Rogue could also just get the atk buff without taking it out of bloody cloak, because there are many other classes capable of higher dps than rogue with longer range weapons that have abilities that just do raw damage which is really good with high level magic heal, completely outclassing rogue due to the lack of a spammable ability to convert mana into damage like the spellbomb, scepter, mace, and short range weapon users also have powerful abilities like the ninja star and the wakizashi. This doesn't really create a good solution for how to rework rogue's normal ability and to replace invisibility, but at least if the stat buffing is fixed, and the bloody cloak is buffed, rogue would be a pretty good class.
nerd mains rogue
beautifully written, thanks a lot for this
I think they should entirely remove invisibility but make some different balancing:
1. Planewalker would still be able to TP just at a lower cooldown and no invis
2. A special cloak that makes you invisible, just a single one
3. Deal more damage the lower amount of enemies close to you (being a good class for bosses or just damage stack clearing)
4. Make bloody cloak proc not stackable but instead make it like cshield, remove speed instead of giving slow.
That's pretty much it.
Also consider playing rogue like a tank: mist + turncoat + oryx cloak means that if you take damage, u go invis +100 health, and it takes 20 damage off everything that hits you, regardless of armor piercing status. If your below 550hp, which isn't even half health for the rogue, it becomes 80 damage off each shot. So if each shot does 100, you just took 80% less damage. 40% less if it deals 200 initially. If you have enough def, some shots in glands actually heal more than they hurt
If you want to be more dps oriented, swap out the mist with a monacle, which gives more hp and mist has a prohibitively long cooldown anyway
I think a healthy change that wouldn't impact the uniqueness of the rogue would be converting the cloaks into mp/s abilities like the ninja star or Crystal Shield. While cloaking, pet magic heal doesn't work, like with the Daybreak Chakram, and you gain flat stats. I imagine tiered would give a flat dex and speed increase while cloaked. Like you, I wouldn't want to give numbers because I don't know the integrities of game balance in Realm, so I'll leave it up to the imagination. While that makes certain cloaks a bit less unique like the Bloody Surprises and Vampiric Cape, I think those cloaks can just be reworked to function slightly differently. Furthermore, remove the +dex and +speed on tiered cloaks, and instead give them +vit or another stat, which would help with the survivability. Overall, it should be a buff to the class, but not a huge buff as rogue is pretty balanced as is. That being said, I think the aspect of the game being easier on a class that can go invisible is fine. It helps players who might be less skilled at dodging, but still want to be able to complete harder pieces of content. It's not like rogue is out there beating solo O3 record times, as most skilled players will opt for more dps either way.
Just my 2 cents.
Problem is that rouge from definition doesnt need speed, mostly in hi dungeons too much spd is issue
I think they should remove invis from cloaks but I don't like the dodge chance idea. If we're sticking with the evasion theme, I think they could add a special cloak effect that reduces damage taken by a percentage for a certain time (independent from defense and calculated on the actual damage received). To differentiate this from tanky classes, it would be very strong but very short, somewhat like a weak oreo, and have a different proc that I haven't thought of yet. What y'all think?
Invisibility >>>> dodge
one thing to note is that they're able to remove the bug between bloody cloak and monocle.
they did it with the oryx battle seal bug which gave +180 attack. I was going to try and do a world record solo with that bug but they removed it before I could get enough ghost rums.
Whatever it will be, it should NOT be RNG based.
That ruins the fun of the gameplay. having to rely on RNG whether or not you live or die is super shitty in a game like this
4:43 rotf like stuff? (idk this was jsut the first thing i thought of when you brought up dodging i thought it was cool :D )
Vitwis buff on hold, Dodge chance on hold, no invis, tiered ones have scaling on equip spd buff. This, to me, would give the feeling of a slippery hard to kill class, but directly scales with pet and skill progression due to vital combat, which allows for rogue to be the step one takes to get better alone or in groups and allows one to practice harder things as less punishing things.
Yeah I do hope something can be done about proc stacking. Even effusions are hard to use with really any class with a buffing proc.
btw. what is your new pfp
Hmm i was thinking about the rouge and what he does.. The rouge is a fast shooting and fast class ingame and if you look in other games, same there, so maybe some kind of warrior type ability where u get speedy and dexterity boost, but just on urself. Dont judge me, just came to my mind. because its a lether type it should maybe get some other stats aswell.
You make really good vids man. Your my favorite realm youtuber for sure.
thanks a lot mate
This is what I've been waiting for :)
:D
Hell yeah I waited for this one
Tbh a lot of enemies do have something to compensate for the invis of rogue though it's not much.
Adding something to counter invis shouldn't be too difficult, just some special attacks for each boss/mob to deal with it and invis won't be so OP anymore in solo play
Bro I laugh every time I randomly remember Vars played rotmg since I found him only from league of legends content
still waiting for an implementation of pure tenacity, would be cool to see rogue shorten debuffs/ in combat
should be a UT robe that ignores the damage of next shot you're hit by
Just died with mine and now this video pops up, this will be interesting
resume is that you cant play that class properly without a maxed legendary divine pet (it happens with other classes too)
Yes ofc TH-cam doesn’t notify me till 23 minutes later
i haven't uploaded in a while the algorithm isnt happy with me
i think adding dodge chance and keeping the invisibilty is good, so it isnt as shitty in groups, and add a crit chance aswell when invi
crit chance? you'll like my next video! :)
I would have done it so that pets cant do anything while invis (and also after the invis for a while) maybe balance it a bit for grouped fights and voilla fixed.
I disagree with the dodge chance, personally I’m not fond of the abilities that do things on getting hit. Having a chancw for a bullet to miss I feel would fuck with players because in a bullet hell game we’re trained to physically move the character rather than just eat the hit.
for whatever reason at the beginning of your video while you were in 3rd dimension I had a fear you were going to fall off the map and die even though I know it's impossible
Concept for rogue rework: ripped straight from apex/ titanfall but i think it could make him a much more fun character. Instesd of cloak give him "phase" where he becomes invis, invincible, but he is stunned. Basically he temporarily removes himself from the fight completely. Have some UTs that give generic cloak, some that are built for dps. Bam problem solved
Also give it a short cool down so you can't just walk to the boss room?
Sorry about the reply 11 months later-
@@milobrown5941 all good haha, ya exactly a cooldown to prevent cheesing phases for free would be needed. Only issue I see now that I reread this 11 months later is; if he's removing himself from the fight and actively not helping in boss fights he becomes the ultimate leach character and everyone besides the rogue would hate the character. Not sure how to fix that haha
@@ZiaGameDev Oh yeah, I didn't think about that either. A class where their ability is literally to *not* help the group and be safe.
@@milobrown5941 Yaa it would be incredibly unpopular for high tier dungeons since it would legit be the ultimate leaching tool haha. I was thinking some kind of group stealth ability would be cool but I could imagine it getting players killed when rushing... rogue is in such a wack spot. The ultimate solo rush character but brings absolutely nothing to the table for groups
Finally more afro content
hii
whats the text font you used in the thumbnail?
04b_30
If proc stacking ever gets fixed rogue wouldve have BATSHIT crazy dps with a 4/4
Where's the music from? It's great!
Valse di fantastica from ffxv
oh no im scripting a video similar to this rn guess im late to the party
How much the probability of dodging a confirmed hit would it be on higher tiers? 80% or higher?
I don't want to throw out numbers, might cause issues! :)
No way I watch vars sometimes pog
If u put dodge chance in bullet hell it must be 100 or 0% if rouge play in group dodge change have no sense, if played solo and we swap invis to untouchable it will be quite same
Just give rouge crit chance instead of invisibility. I don't think dodge would be healthy for the game and invisibility is just not good in a group setting
Man you should watch thr latest video
Just increase mp cost/cooldown and decrease invisibility time.
Afro is a yuumi main
euw.op.gg/summoner/userName=Leucoryx hate to disappoint
3:30 no
??
Vars used to play rotmg, did you know that?
yeah lol he used to be in my guild, thats how I know him
I think changing it to dodge chance would kill the class, the last thing you want in a very skill based game like realm is rng, especially since realm is permadeath.
Bloody Cloak is the most useless event UT in game
Whoa im early?
real?
Fake
real!!!
@@aphrow NO, its fake silly!
AFRO
hihi
Oh shit I didn’t know you played Legaue as well
5 years still hardstuck plat4 :D
@@aphrow who do u main?
@@iii408 euw.op.gg/summoner/userName=Leucoryx
Rogue can be broken tho, in several pservers if you have permainvis you can solo every cave
So build a rogue jsut to solo because that is the whole point of the cloak, going invis so the mobs dont shoot
If the mobs dont shoot you can relax and do damage,
As i like to call it theres 2 types of playstyles: survivability, damage, mediocre,
There are classes with high dps output like warriors
Chars built for more safeplay damage: idk wiz or somethinv
And then pure survivability: rogues and priests etc
The rogue is purely made to be able to solo, to be able to solo you just need to survive, damahe doesnt really matter
Thats the reason rogue doesnt do a lot of damage, it was just never intended to do that, it is built to be one of the more extreme cases of survivability to be able to solo every top tiered dungeon
And as a fact, a lot of players dont know this, so almost everyone is using rogue the wrong way, cuz they dont know its intention is to solo, not do do a dungeon wjth 2 or more people, its for the pure solo,
pservers? get outa here
dude you ar max plat in lol why talking about the game XD
how is that relevant lmao im just using it as an example