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so been gone a few months...

nipzxnipzx Member Posts: 7 Arc User
edited November 2013 in The Thieves' Den
and i come back, what t he hell did they do to rogues?!

why did they took out ability to "weave" abilities in between jumps? Your character just completely stops moving in mid air. I would also like to ask why a few of our skills hit like wet noodles (looking at you Is and Se). something about the class now seems completely wrong since when i played months ago and its not just damage numbers. anyone have thoughts on this?1
Post edited by nipzx on

Comments

  • xellizxelliz Member Posts: 955 Arc User
    edited November 2013
    Yes, there have been some nerfs that will be new to you.

    "Weaving" no longer works
    TR's now have 8 daggers instead of 12
    I think there was a SE dmg reduction as well

    Also, if you're running soulforged, its being changed in Mod 2
    Foundry - Fight Club? (nw-dluqbofu7)
    - JailBreak (in development)
  • nipzxnipzx Member Posts: 7 Arc User
    edited November 2013
    it just seems wrong, 8 daggers feels so wrong, 12 daggers was always pefect for blowing through a gwf's shield, and now 8 feels like you barely tickle it. i can udnerstand the SE nerf but why would they stop weaving, it seemed to me like a high macro ability that promoted skillful play. was all of this because of qq?!
  • stabbathstabbath Member Posts: 350 Arc User
    edited November 2013
    xelliz wrote: »
    Yes, there have been some nerfs that will be new to you.

    "Weaving" no longer works
    TR's now have 8 daggers instead of 12
    I think there was a SE dmg reduction as well

    Also, if you're running soulforged, its being changed in Mod 2


    Lurkers got the dmg nerf. Don't recall hearing SE getting one, but perhaps you're right.

    The benefit from power got nerfed for rogues too.
  • godlysoul1godlysoul1 Member Posts: 293 Bounty Hunter
    edited November 2013
    The nerf isn't that bad. In fact, I am currently starting a new pvp rogue instead of my fully geared sent gwf that I have now. I think one of the reasons behind the dagger throwing nerf was to reduce the damage that permastealth users could do. They wanted to make at-wills break stealth at one point even but didn't go through with it. The compounding damage was just a bit too much though for everyone in reality with 12. You really want duelist fury for fighting gwf/gf tanks though. Using it properly is really the only counter. Lurkers is far better than SE if you know how to use it, but SE still works fantastically for taking out tanks. Lurkers can still one shot people if set up right with a dps/vorpal rogue build even post nerf, just not on the tankier individuals. The last nerf only nerfed lurkers though, not SE.

    It just takes a little getting used to, but it really isn't bad at all, and it has helped quiet down the community as far as constantly crying and asking for rogue nerfs. I along with many others were pretty angry when these changes were set to be implemented, but after playing on it a bit it really doesn't change much anyway, and I think the benefits it had on quieting the community a bit for rogue nerfs was worth it. In all honesty these moves were a little too op, and this fixed it up nicely.
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