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Why the TR needs a class redesign

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  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited September 2014
    Really liked my TR, when they took away burst in PvP (tenacity patch) it became perma or be useless., very annoying.

    TR have had very limited use in PvE. Yes, you can do max single target damage without being targeted, but when are the situations you'd kill something like 30% faster vs killing everything?

    That said, threads like this have been going on for the last nine months? enough is enough.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited September 2014
    I've always felt that the TR should be one of the most mobile class ingame, and currently it doesn't happen, we have 2 dodges and I feel we should have much more all around mobility.
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  • suddenlyslowsuddenlyslow Member Posts: 818 Arc User
    edited September 2014
    chemboy613 wrote: »
    Really liked my TR, when they took away burst in PvP (tenacity patch) it became perma or be useless., very annoying.

    TR have had very limited use in PvE. Yes, you can do max single target damage without being targeted, but when are the situations you'd kill something like 30% faster vs killing everything?

    That said, threads like this have been going on for the last nine months? enough is enough.

    Realize that the TR doesn't do the max single target damage, and it becomes even bleaker currently. I know many seem to think we do but such hasn't been the case for a few modules back. It isn't just the mechanics of some fights that cause this either, it is that some classes have the ability to do farm more damage to a single target than a TR is capable of, and the longer fights where one would think we had the advantage actually favor the GWF with SS/IBC that increase in damage based on the health missing from the target. We are a single target damage class that isn't even the best class at single target damage.
  • zalathorm1zalathorm1 Member, Neverwinter Beta Users Posts: 30 Arc User
    edited September 2014
    Here is the BIGGEST issue IMO,

    How do you balance a pure melee striker?

    Assumptions:
    1. The melee striker SHOULD do more DPS than ranged strikers. Simple risk v reward. Play a SW for 10 mins and tell me you want to go back to melee range as a squishy striker.

    2. The melee strikers needs BURST, or heavy DoTs, to balance the amount of dodging and movement necessary. If we can't unleash in 3-4 seconds, then rogues wont be competitive in DPS and wont be taken.

    3. Single target dps needs to be significantly higher than others. Why? If my rogue does 5% more ST damage than a warlock, people still wont take rogues. I played rogue at release. People wanted TRs because the damage was SIGNIFICANT and it justified our role.

    4. Mobility needs to be available. 2 clunky dodge rolls, taking you clear out of melee range with animation delay doesn't cut it. It should be smooth and responsive.

    5. Tools to survive...and there are lots of possibilities. You take half damage in stealth. Stealth gives you 2s of invulnerability any time you enter. Brainstorm some more...
  • demonkyuubidemonkyuubi Member Posts: 0 Arc User
    edited September 2014
    zalathorm1 wrote: »
    Here is the BIGGEST issue IMO,

    How do you balance a pure melee striker?

    Assumptions:
    1. The melee striker SHOULD do more DPS than ranged strikers. Simple risk v reward. Play a SW for 10 mins and tell me you want to go back to melee range as a squishy striker.

    2. The melee strikers needs BURST, or heavy DoTs, to balance the amount of dodging and movement necessary. If we can't unleash in 3-4 seconds, then rogues wont be competitive in DPS and wont be taken.

    3. Single target dps needs to be significantly higher than others. Why? If my rogue does 5% more ST damage than a warlock, people still wont take rogues. I played rogue at release. People wanted TRs because the damage was SIGNIFICANT and it justified our role.

    4. Mobility needs to be available. 2 clunky dodge rolls, taking you clear out of melee range with animation delay doesn't cut it. It should be smooth and responsive.

    5. Tools to survive...and there are lots of possibilities. You take half damage in stealth. Stealth gives you 2s of invulnerability any time you enter. Brainstorm some more...

    and then comes even more problems. rogues were nerfed because people didn't like dying instantly to rogues. but in order for rogues to even have single-target dps value, then there is no alternative.

    whether it's 1-shots by encounters or us slinging a few knives and taking out half of someone's hp by doing very little, the end result is the same.
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