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Dagger suggestions / remove painpoints and add gameplay diversity back

**nerfs : **

  • Remove antiheal from poison (been way too strong for way too long, we retain the damage but it encourages us to stay on top of the target instead of playing like a vulture, having poison weaker should also overall reduce the frequency of antidote usage, which is currently an absolute instant counter)

  • Nerf paradart duration by 1 sec (too oppressive, cc is too long and can be guaranteed with riposte / cheapshot)

  • remove red status from double dodge attack, just allow it to stagger through block (it's part of our base kit of attacks and probably shouldn't stagger red or blue attacks)

  • Reduce cheapshot cloud size and travel distance / duration (comically big cloud, doesn't even let us do anything during the stun window if we stun at max range)

  • Reduce max hp% dmg from bleed to 15% instead of 20 % (only if cheapshot duration is reverted to 3 seconds)

**Buffs : **

  • increase Disorient duration to 1.25 sec (makes it barely more reliable to use)

  • Make spiderleap lv2 a blue status attack (it's a charged attack that costs stamina, just makes sense to have it be blue)

**Changes : **

  • Revert Cheapshot cast time (it's become very, very easy to react to, when we already need to double dodge root, which makes the whole process very telegraphed and easy to predict)

  • (Revert cheapshot duration to 3 seconds ?) along with the bleed nerf, this would allow us to still theorycraft some more diverse combos rather than just being a choice between : backstab/dart/spiderbite.
    Lower the affliction cap to 400 in a single attack if cheapshot goes back to 3 seconds duration.

The goal is to remove things from rogue that can be very frustrating and lead to a passive gameplay (poison, paradart) and reduce points in the matchups that are very uninteractive for the opponent. With these changes, if we apply poison even a white potion will outheal it, forcing us to keep engaging on the ennemy and stay in the fight rather than running. Para dart remains strong but is now less obnoxious to deal with.
Cheapshot changes would be aimed to give us back more creative combos, while nerfing bleed a bit so we don’t profit off these combos too much.

4 comments

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Comments4

  • Adriano

    •

    Sep 30, 2025

    Viability in teams : on the latest stage of backstab charge, make it become a blue attack.
    (doesn’t make it any stronger in solo, but allows us to commit to the backstab if people are too slow to react in teams.)

  • fishes23

    •

    Sep 30, 2025

    I don’t think they will revert cheapshot back to 3s since someone complained about how they didn’t like being stunned and not able to do anything but they could speed up backstab and spiderbite instead.

    It would be cool if hemo DOT was 1% of hp true damage instead of just 15 which makes the warrior matchup more fair and pve easier but reduces the damage on low gear players.