TacoRobot wrote:
The primary problem is that backstab is an anti-fun ability.
Getting insta-gibbed is not fun conflict. Yeah, sure it's fun for the rogue in that dickish 'haha I screwed that guy' fashion.
But it's not fun to play against and the only way to 'counter it' is by preventing it entirely. Like, sure, getting randomly charmed by somebody isn't fun, but you enchant your stuff with willpower to avoid that landing. There's no way to 'protect yourself' against backstab except preventing it from being used on you.
Especially when abilities like mimic and now Streetwise exist. A rogue can track you down anywhere, with no difficulty whatsoever.
Just the fact that a rogue is ONLINE makes people on the game rearrange their formations and go out of their way to make sure they keep up more buffs than normal.
If the ability to counter backstab is nerfed in any fashion, then stuff like Streetwise needs to basically be removed from the rogue class entirely, and backstab (and circlestab) damage would probably need to be cut to 3/4 or maybe even 1/2 of what it currently is. Otherwise, playing caster classes would basically be impossible, since any Rogue could 100% find you and insta-kill you any time they want with about 2 minutes of effort.
Rogues can flat out instakill even mercenaries with backstab, if they put in the work to get properly buffed. And they have an ability with absolutely no drawbacks that lets them find someone anytime, anywhere.
The whole idea behind rogues/assassins/etc, in most iterations of any game I've ever played is that they're designed around waiting for the right time to strike. Rogues now have a 100% accurate scry ability that they can use whenever they want for what is essentially no cost with no drawback. If you can't bide your time, wait for an opening, and get in a backstab off of that.....You have group combat abilities for a reason.
I would argue under that kind of definition almost any strictly massive damage ability would qualify as somewhat anti-fun, but to hear lots of people tell it they enjoyed the game much more when ambush was a melee insta-gib, one of the cabals provided a repeatable instagib, etc. Not really agreeing or disagreeing, just pointing out that even on something as glaring as one-shot kills there has been disagreement on how much they are wanted in the game.
Personally, I would rather abilities actually be able to be used more frequently, even if that means they might need a nerf to allow for that. They are class-defining abilities for a reason, and it's simply more fun when your abilities have frequent use scenarios. That idea doesn't just apply to rogues of course, I think everyone playing every class would like all their abilities to at least feel useful. However, when you are looking at abilities that are just pure damage abilities, there really isn't much to tweak other than the damage and how it's applied/prevented. I also think rogues, prior to their recent changes, suffered from too many of their abilities living in the same niche. Backstab, circle stab, hamstring, while they are all options in slightly different situations, they have always seemed too close to each other to really feel like fun and different abilities.
Also, any game I've played where rogues weren't pigeonholed it was more of a trade off. You could either do massive front-loaded damage against low hp targets while being relatively squishy yourself, or you could disrupt and/or weaken stronger foes via a death by a thousand cuts strategy. Debuffs, DoTs, short term survivability increases, escapes, etc.
I will say, regardless of backstab, I think the package given to rogues was mostly successful. I have seen more people trying out rogues since the changes. It is always possible that some re-balancing is needed or desired in places after a change gets more thoroughly broken in, but I'm pretty happy that it at least inspired people to try them again.