It's literally the worst paragon power in the entire game right now.
Clunky, awkward to use, doesn't even break CC correctly, horrible damage. etc etc
Devs need to do something about it.
I have a mini suggestion:
Let us be able to mark anything we want with VP (Ground, walls, etc etc), so we can teleport to the Knife planted on the wall/ground to escape the CC in question (Of course there would be a distance limit between you and the knife). Just a suggestion...
Another suggestion that would be cool (But most likely will never happen):
It's just like above. But with 3 or 5 charges. We plant the Knifes where we want, and once the VP key is pressed, we teleport to a knife, if it's pressed again, we teleport to the other knife, and so on. It the key is pressed quickly then it becomes a mini BloodPath/Fox Shift. This would be the 2nd "Trickster" attack only after Bait and Switch.
I don't think it would be OP since it requires prep time.
Post edited by pandora1x on
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
I still think they should had left vengence pursuit the way it was initially. Without having a cooldown.
Was the most useful movement utility skill in the game. Sure it didnt break out of CC like it said it did. But it barely does so now.
The abysmal damage was more justified then for its utility with no cooldown.
the idea of the above post sounds interesting, but it seems very liable to break in implementation.
The ability to plant the dagger where ever you wanted. IE Floor , wall, person etc. Would be really friggin cool. But I don't think they would allow it. Although all it would need is a change on how the targeting works to make it do that. Small circle target that is a two part cast. One for placement and one for execution of skill.
I really like that idea though. having multiples of it would be awesome but that would perhaps be a little too powerful if you can chain cast it over and over hitting multiple or even 1 person. Since our Impact shot has 3 charges I don't see us getting another spell with charges.
I can't wait to see what the changes will be whenever they get them up on to preview, which probably won't be for a while.
Really they can just get rid of the marking Slow Jump animation (or give the animation a dodge effect/CC immune frames) and fix it so the CC break actually works. Also as long as the target is taking damage they don't lose the mark based on a really weird cool down that puts you back on to the marking portion of the power.
I am just hoping they read some of these ideas and try them out. Or at least understand the fact that sense we are trickster rogues, and they keep reducing our damage abilities that we NEED cool skills like some of the suggestions to give us that actual feel of Trickery.
Smoke bomb daze is good, but why not give it something else as well. A damage debuff so we hit them harder while in smoke bomb, or a reduction to the damage they deal for x seconds based on how long they were in smoke bomb accumulating stacks of damage reduction. This would help the whole team PVP and PvE.
One more thing when they rework VP, make the second activation (the teleport) generate some base value of AP. Right now it doesn't generate any AP outside of when it procs Action Rush, which all TR's won't have. The marking part also only generates 1% AP for me even with high recovery.
Also just little adjustments to spells that have nothing to do with damage but instead utility. Why doesn't LB cause a bleed if it is lashing? Guaranteed crit is good but who cares when you have so much crit?
Dazing Strike, Deft Strike, VP, Blitz all of these could be improved by giving the long animation times a certain amount of dodge frames or at least CC immune frames. If you want to balance it out make it so that only when you have VP equipped that these other skills get the dodge and CC immune frames. Thus making VP a really solid choice for a WK to use if they want they combat play style.
[SIGPIC][/SIGPIC] PVPer rocking it Solo queue style since the dawn of Neverwinter
To buff up TR they could change our skills, raise our damage, lower our cooldowns, or a mix of them, I personally hope they'll change some skills, it would be a nice change to the class.
To buff up TR they could change our skills, raise our damage, lower our cooldowns, or a mix of them, I personally hope they'll change some skills, it would be a nice change to the class.
Comments
Was the most useful movement utility skill in the game. Sure it didnt break out of CC like it said it did. But it barely does so now.
The abysmal damage was more justified then for its utility with no cooldown.
the idea of the above post sounds interesting, but it seems very liable to break in implementation.
I really like that idea though. having multiples of it would be awesome but that would perhaps be a little too powerful if you can chain cast it over and over hitting multiple or even 1 person. Since our Impact shot has 3 charges I don't see us getting another spell with charges.
I can't wait to see what the changes will be whenever they get them up on to preview, which probably won't be for a while.
Really they can just get rid of the marking Slow Jump animation (or give the animation a dodge effect/CC immune frames) and fix it so the CC break actually works. Also as long as the target is taking damage they don't lose the mark based on a really weird cool down that puts you back on to the marking portion of the power.
I am just hoping they read some of these ideas and try them out. Or at least understand the fact that sense we are trickster rogues, and they keep reducing our damage abilities that we NEED cool skills like some of the suggestions to give us that actual feel of Trickery.
Smoke bomb daze is good, but why not give it something else as well. A damage debuff so we hit them harder while in smoke bomb, or a reduction to the damage they deal for x seconds based on how long they were in smoke bomb accumulating stacks of damage reduction. This would help the whole team PVP and PvE.
One more thing when they rework VP, make the second activation (the teleport) generate some base value of AP. Right now it doesn't generate any AP outside of when it procs Action Rush, which all TR's won't have. The marking part also only generates 1% AP for me even with high recovery.
Also just little adjustments to spells that have nothing to do with damage but instead utility. Why doesn't LB cause a bleed if it is lashing? Guaranteed crit is good but who cares when you have so much crit?
Dazing Strike, Deft Strike, VP, Blitz all of these could be improved by giving the long animation times a certain amount of dodge frames or at least CC immune frames. If you want to balance it out make it so that only when you have VP equipped that these other skills get the dodge and CC immune frames. Thus making VP a really solid choice for a WK to use if they want they combat play style.
PVPer rocking it Solo queue style since the dawn of Neverwinter
What skills for example?