You didn't read what I even posted did you? I have always mained a TR, but also have two gwf and two DC as well. I play what I like and I seek the more challenging builds in the path that still are capable of performing the role the class has. A WK soundrel was hardly the fotm and you know that. Now that the scoundrel capstone (or let us correctly identify what it now is and that is "crapstone") will make powers perform worse than they do at default (i.e. if you don't choose the capstone these powers will be better than after you choose the capstone) I will not play that path. I cannot see how you would consider that a "slight nerf", care to explain?
This is sad, so as a scoundrel build (enjoying it despite the DPS hit) now I'll be forced to feat more into Exec / Sabo?
This is sad, so as a scoundrel build (enjoying it despite the DPS hit) now I'll be forced to feat more into Exec / Sabo?
Bleh.
Unless they make further changes but this is only in regards to PvP. The scoundrel will still be as it was in PvE so if you do that mostly then by all means remain as you are, but in PvP if the capstone is up and you hit dazing or smoke or ss from stealth (not that you would intentionally want to do any of these but you know as well as me that it happens often) these powers will perform worse than they do at default and worse than they do for the exe or the sab. To correct this there are a few options, make the capstone not have the priority override daze, make the capstone not fire for any of the above situations and thus it is preserved (and would render the scoundrel viable again), nerf the dazing duration of the other abilities (which would make all paths worse at dazing and the scoundrel would be as effective as it is currently in dazing compared to the other TR -- i.e. better random and not quite as good at precision). There are some combinations of the above that could yield the scoundrel as the superior dazing tr in all situations but it becomes more complex.
Unless they make further changes but this is only in regards to PvP. The scoundrel will still be as it was in PvE so if you do that mostly then by all means remain as you are, but in PvP if the capstone is up and you hit dazing or smoke or ss from stealth (not that you would intentionally want to do any of these but you know as well as me that it happens often) these powers will perform worse than they do at default and worse than they do for the exe or the sab. To correct this there are a few options, make the capstone not have the priority override daze, make the capstone not fire for any of the above situations and thus it is preserved (and would render the scoundrel viable again), nerf the dazing duration of the other abilities (which would make all paths worse at dazing and the scoundrel would be as effective as it is currently in dazing compared to the other TR -- i.e. better random and not quite as good at precision). There are some combinations of the above that could yield the scoundrel as the superior dazing tr in all situations but it becomes more complex.
Thank you for that information, Suddenlyslow
These patch notes corroborate with everything you are saying:
Trickster Rogue
Class Features: Oppressive Darkness: Fixed several errors in the damage of this power. It should now correctly deal 5% of your weapon damage per rank.
Class Features: Oppressive Darkness: No longer affects allies in some cases. Concussive Strikes: Half as effective on players.
Skullcracker: Daze is half as effective on players.
Oppressive Darkness: Damage reduced by roughly 80% to better reflect its new design.
Comments
This is sad, so as a scoundrel build (enjoying it despite the DPS hit) now I'll be forced to feat more into Exec / Sabo?
Bleh.
Unless they make further changes but this is only in regards to PvP. The scoundrel will still be as it was in PvE so if you do that mostly then by all means remain as you are, but in PvP if the capstone is up and you hit dazing or smoke or ss from stealth (not that you would intentionally want to do any of these but you know as well as me that it happens often) these powers will perform worse than they do at default and worse than they do for the exe or the sab. To correct this there are a few options, make the capstone not have the priority override daze, make the capstone not fire for any of the above situations and thus it is preserved (and would render the scoundrel viable again), nerf the dazing duration of the other abilities (which would make all paths worse at dazing and the scoundrel would be as effective as it is currently in dazing compared to the other TR -- i.e. better random and not quite as good at precision). There are some combinations of the above that could yield the scoundrel as the superior dazing tr in all situations but it becomes more complex.
Thank you for that information, Suddenlyslow
These patch notes corroborate with everything you are saying:
Trickster Rogue
Class Features: Oppressive Darkness: Fixed several errors in the damage of this power. It should now correctly deal 5% of your weapon damage per rank.
Class Features: Oppressive Darkness: No longer affects allies in some cases.
Concussive Strikes: Half as effective on players.
Skullcracker: Daze is half as effective on players.
Oppressive Darkness: Damage reduced by roughly 80% to better reflect its new design.