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TR Suggestions and Observations

group5egroup5e Member Posts: 294 Arc User
edited July 2014 in The Thieves' Den
Hello,

I've been playing a TR since early beta. I've been through all the changes to the class (some for the better, some not so much) and I would like to make some observations and suggestions. Fair warning, this is a longer post so don't read it if you aren't interested :D.

DPS

I'm not as focused on being a DPS beat-stick like many people are. I've had to adapt my play-style to be more useful in dungeon runs knowing I shouldn't be highest (or second highest) on the DPS chart anymore. Now I find myself dealing more with minor crowd control using smoke bomb and this allows the other classes who DPS better due to AOE damage do their job more effectively. I find that funny as many "control" wizards I've run with are dealing less with crowd control and more with AOE damage. That's ok though as I actually find the play-style more enjoyable than just senseless button mashing.

With that said, I'd like to propose that duelist's flurry animation be reduced by 0.5 seconds. As it stands there is constant AOE within many elite dungeons and that means we can't get our best at-will off without getting hit hard. The 0.5 second reduction would help a lot and would give us more of a fighting chance to get in and get out without getting hit. The Caverns of Karrundax is a great example of where this could be useful.

Control/Dazing Effects

We are not control wizards (neither are many of the CW's running around too), however we can be useful in dungeons with several encounters that help the party as a whole. Smoke bomb is very useful. It would be even better if it lasted about a 0.5-1 second longer. Impact shot would be nice if it would target a small AOE instead of one target. Due to the fact that impact shot is single target and bosses are immune... its not on my toolbar for PvE. Dazing strike can be ok, but it puts you in the middle of AOE a lot of the time...

Dungeon Design

As it stands right now, many dungeons are not really designed for a rogue play-style. For example, Valindra's Tower is really a 15-20 minute AOE dps race, Karrundax can be challenging unless you play a ranged rogue (i.e. whisperknife build), Spellplague is all about AOE so CW's seem to reign supreme there, etc... (I do like Malabog though). Traps in dungeons are literally useless as highly geared classes just run over them and ignore them, thereby making the rogue's ability to disarm traps moot.

PvE and PvP

I know this has probably been beaten to death, but its pretty clear that there needs to be different encounter/paragon rules for PvE vs PvP. This could negate the perma-ability of rogues in PvP, but keep it in PvE. Rogue damage could be increased in as well to make it more viable in both scenarios (since perma wouldn't be available in PvP anymore). They really are different games in of themselves and should be treated as such.

Combat Advantage

I know people are going to poo-poo all over this, but I really feel that CA is something that should be limited to rogue/assassin style classes only. Why are ranged classes getting combat advantage when we have to work to get behind the target (usually through a mess of AOE)? With that said, I wouldn't be adverse to keeping it the way it is and adding a "Sneak Factor" type of stat, that would increase a rogue's damage if behind the target. I'm also not understanding why GWF's are getting CA while swinging a supposedly clumsy large 2-handed weapon? Yes they should have more power, but shouldn't their be a trade-off in combat advantage here?

New upcoming patch!

The shift key is more responsive now when dodging.... Really....

I think the rogue needs a lot of tweaks to make it more effective, however I'm not expecting every suggestion to be implemented as it may not suit everyone's play-style. I do think PWE needs to take a long hard look though at the viability of this class in PvE as it currently stands and either support it by making some changes or to be honest, just scrapping it for new classes because all it seems that they are doing right now is ignoring it.
Post edited by Unknown User on

Comments

  • mxtimemxtime Member Posts: 316 Bounty Hunter
    edited July 2014
    as u said this was beaten to death
    guess trs just need to wait mod 4 and in few months from then maybe there will be some changes
  • suddenlyslowsuddenlyslow Member Posts: 818 Arc User
    edited July 2014
    A funny sort of thing I was thinking about was that the GWF used the argument of "I need the survivability to deliver my damage as I have to stay in the red on bosses, etc, can't be bothered to run out of the red, etc...". The developers seemed to buy this reasoning. Apply that same logic to the even less defensive TR who has to even be closer and more precise to deliver damage and what should the outcome be?

    I find smoke bomb is one of the TR's more reliable abilities. The problem is with the 'delay' (maybe it isn't actually a delay but perhaps it draws aggro as the start of the animation and they are basically sitting ducks until after it applies the effect). I don't mean that it should be instant but perhaps any aggro should be applied after it actually takes effect and not before.
  • group5egroup5e Member Posts: 294 Arc User
    edited July 2014
    Ya I've usually press shift almost at the same time as smoke bomb in order to get out as soon as possible. Maybe a targeting system like the DC has for astral shield would be nice, but that isn't going to happen.
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