Feedback: Rogue
Greetings adventurers. This thread is for providing bug reports and feedback on the upcoming changes to Rogue in Module 16. If you haven't already please take a moment to read
M16: Overview thread.
The most important takeaway in terms of class feedback is: we are still making changes to class powers, both functional and numerical. We wanted to get your hands on the changes sooner than usual. However, as a result, we ask that you realize what you see on preview will change, sometimes dramatically before launch. If you find your perfect build on preview, it may not be the perfect build on live. Powers you feel are very strong, may not stay as strong. We ask for your patience with these changes.
Finally, there are some known issues going into the initial preview build. Particularly in feats, a number of feats may reference powers that are not available when the feat is unlocked, or in some rare cases, reference powers which no longer exist. We have made a number of changes coming out of closed beta, and it is our short term goal to have these feats updated in the near future.
As always, thank you for taking the time to come check things out on preview, we look forward to your feedback!
Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
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Comments
I just dropped $100.00 on the game last night with High hopes. I am not happy with what I see.
I cannot move without flying from one end of the map or the other, unless i slow walk or mount. Powers i loved and have set to my artifact weapon i cannot use until i reach lvl 80.....
Everything i liked about my tr is gone.
Good job.
Wake me up when this nightmare is over...
I want a finished product to donate money to, not a neverending beta test scam.
> Bait and Switch: the power is completely not working. Clicking on it doesn't spawn the puppet, the power doesn't enter in cooldown, no AP gain etc. . I made some tests moving it around the three available slots for encounter powers, activating it in and out of combat but absolutely nothing happens.
True confirmed.
hopefully this info helps
We hope to give new life to the thieves after the terrible mod. 15
wish good work
(excuse my English, I'm an Italian player)
We do want a mix of longer and shorter cooldowns to allow for different styles and different amounts of burst damage.
There are certainly some setups, especially on Assassin, that result in slotting 3 decently long cooldown encounter powers. We may reduce one of those powers to add a bit more action to that build but are still considering that, and which ones to consider adjusting.
For example it is good for assassinate to stay as a long cooldown as it allows for a high bust encounter power and therefore we'd likely not reduce that power's cooldown.
Talisman of the shadows passive - doesn't work as described. Its not being triggered for me after I enter 7 times stealth in wheel of the dragons map for group of thayns) it doesn't stun and slow, but it should after I enter stealth. Immunity is not triggered on the targets.
Could you please put it on your radar or notes?
First Strike passive - your first attack in combat deal 15% more damage.
I will describe it in a different way. YOU deal fixed damage of 2000-2500 damage per single fight.
Could you please do a little change to the feat?
deal 15 % damage at the start of the fight for the first 15s (its like chultan tiger passive)?
or
instead of 15% please give double damage.
- my intention is to make the passive better, at the start of the combat you dont have any buffs/bonding
Can any lvl 80 check if Lurker daily no longer have AP gain blocked for its duration?
also please confirm Talisman of shadow, thansks.
I have to say i like the idea and aproach and those comp changes are awesome. And even if i dont like the lack Options in tearms of feats and Powers i appritiate the effort. I know biggest bugs are gonna get Fixed (maybe). I also like the tank and healer changes. So the only thing i m really not a fan of is the handeling of daily and encounters. I dont mind the long cooldown or the decreased ap gainbut i think its a but to strong of a nerf espeacially since the one thing that increases the ap gain got nerfed too from 20% to 5% and this is not like snail or cleric artefakt its not a flat amount. So in my opinion there must not daily spam forever like in previous mod but i think you should be able to invest in recharge speed or Ap gain and aktually get sth out of it. Give us the veriety you took with the feets back by givin us the more potential playstyles we can choose from depending on Boss/Mobs or Boss with mob etc. And while i m at it maybe make teleporting usefull in PVE since powers are already limited just make an extra effect just for PVE. love ya
for a range class this can be great
but as a melee dps, why? maybe a few thing I can do 25' away, but that's not mostly where I'm going to be
and the 5% that they grant (power or defense) how does that fit into the ability ratings? as 2500 rating? as bonus after thother calculations?
I am fine with cooldowns but ap should come faster.
I think the biggest problem is everyone is still trying to play how they are now on live, but you can't really do that, it's all different.
I would say the Assassin path feels more like the current MI damage-dealing path most are used to and I dropped in all the current skills I'm using and was able to pick up and play like nothing had changed.
The Whisperknife path feels more ranged play-style sure, but after about a half hour running around the Catacombs and switching out a few encounters I found a combination that seems to be working for me - for now. It may not be necessarily the "hardest" hitting as right now I'm not trying to get max damage, but it allows me to play through the quests and not feel like I'm slugging through it. Doing a small HE in Barovia helped me figure out what things I didn't like and what worked better for this path.
So far I don't mind the changes too much. I do wish Dazing Strike was on the WK path too though, but if the goal is to have one path be more up-close fighting and other more ranged, I can see why it's not there.
I haven't gotten up to 80 yet and I know everything is different then, we'll see what changes then.
Heart of fire armor is good enough to start soloing mod 16? or borovia still dominant ?
Being able to near freely spam our Dailies was a luxury that has spoiled us and created a warped view of how it should work for people who didn't realize this long before this point. The combination of not knowing how to gear, build characters and sub-optimal experience with Powers at this time won't do it justice yet but Dailies can and should equal approx 1/5 of your total DPS with a Single Use, equivalently.
Unloading an optimal Daily on a Boss will be what causes the large chunks of HP to vanish now, making their use actually mean something.