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].
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