Unpopular Opinion: Let Rogue be Rogues.

This opinion might be heavily biased, as I have to admit. I am a Rogue main.
Never have I had so much fun playing as a Rogue since RO times. I have played mostly Rogue-like classes in almost every MMORPG I've played, including Table-top games.

Pantheon has truly nailed it with the identity of the Rogue class in this game.

However, there is one contested feature which I believe is a rather unpopular opinion by many. But if you are willing to hear me out, I think it would add more to the game than it would take.

And that is Rogue's stealth mechanics and "soloing" dungeons.

or to be more exact, Solo-exploring dungeons and being able to loot whatever chests that they might come across.

I think rather than a "bug", it is something that should be doubled down on and made into a full-fledged Feature.

No, I am not arguing against Stealth being broken at the current state of the game. I 100% agree on that.
However, I do think we should allow Rogues and any other "Stealth" classes to be able to do this kind of exploration and be rewarded for it.

Exploration is a big part of the game, and I think sneaking around in a dungeon is a huge thrill of exploration, especially if you are able to be rewarded for it too!

But they need to add features to make Sneaking in Dungeons into an actual Stealth-game.
That means that Rogues can no longer easily slip through everywhere and easily obtain chests.

First of all, a low-level Rogue can't simply just traverse through high-level areas without immense difficulty and it is far easier to be detected by higher-level mobs.

No, there should be Monsters and Patrol in place that could sniff out and detect anything that is stealthed.

There should be Traps that function similarly to Chests in that they have a certain random set of locations they spawn.
As an example, a Corridor might have Spike traps (That will pretty much insta-kill a rogue). However, when these traps are triggered and used, they despawn and will appear at another random location in said Corridor.
This means one has to be extra careful where one walks, and perhaps add a small queue that hard to detect but recognizable enough to be recognizable by someone who experienced these traps multiple times.

And then of course, adding Mimics. Any of the random chests MAY or may not be a mimic. Which will serve as a random "Mini-boss" and drop rewards accordingly.

We also need to talk about the Chest-rewards.

Chest should reward you! But I also agree that having rogues vacuuming the dungeon for chests and denies the potential loot to Groups traversing the dungeon. This is why certain drops should be exclusive to Boss mobs. I.e only the Boss itself will drop a item of X.

Chests however, I think the current temporary arrangement of Recipes should stay in place. Meaning chests shouldn't drop Items such as Armor and Weapons at all. But exclusively Recipies.

This will in turn make these recipes much more available once a proper market has been established for crafters to obtain, which in turn leads to an ecosystem where Rogue scouts and obtains recipes - which crafters use to create stronger gear - for groups to be able to defeat difficult bosses in the dungeon.

In the end, Rogues will become the Identity which most Rogues are known for, a Scout that a party wants to bring with them who has knowledge of the dungeons Layout and places of traps, and perhaps even knowledge of where a Mimic might reside.

A passive consequence of this additionally is the likelihood for a party that has been wiped at the depths of the dungeon, A Rogue might come across their corpses, and drag them back to the entrance on their way back. (Heck, if they add a Scribing profession that can make consumable spell-scrolls, a lucky party might stumble upon a Rogue with a resurrection scroll and be revived in a nearby safe area)

On top of that, I could then easily live with Rogues being among the worst solo classes in the game. Where you are sorta forced to group up in order to level up, but in return, you are able to solo-explore dungeons unlike anyone else.

I love the Open World Dungeons, and I love how lively it feels and that even when running as a group, you do feel like a proper dungeon dweller. Stumbling upon other groups struggling, or even finding a wiped group and bringing them back on their feet creates for some very enjoyable social interaction.

Which I haven't seen in any MMORPG in a long time.

What do you think?