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Trickster Rogue (PvP)

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  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    Again, I think the class is fine other than stealth on node. There should be no on-node stealth. It makes for an easy win in a game of node-control. It isn't about dying too much or not being able to beat a class or anything, it is all about what teams characters can stand on the nodes the longest. Being totally invisible on-node is an advantage unmatched by any power of any class, ever, in neverwinter pvp.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    myowmyow wrote: »
    This will never happen. This game is still under license from WotC and must adhere to D&D standards. Stealth is a core feature of thieves/rogues since the 1970s. It won't go away - not allowed to be nerfed due to D&D standards.

    As I suggested elsewhere, the better solution is to allow stealth to only work fully at long distances (just outside the TR ranged attack) and then allow a shadowy shape to be seen when they get closer. That change will clear up this mess everyone is complaining about. This change will happen ONLY in PvP.

    What your saying is a nerf to stealth.

    If Neverwinter was actually true to DnD "rules and standards" it would be so heavily nerfed down, it would be useless in pvp. Here are the latest (4e) edition dnd rules for rogue stealth:

    """
    You can stealth after any movement, but only with superior cover or total concealment
    You must beat passive perception, and reroll for any movement greater than 2 squares
    You have to stay quiet, maintain regular cover/concealment, and not draw attention to yourself to remain stealthed
    Creatures can discover you by making an active perception check or by entering your square
    Any action you take that breaks stealth only does so at the end of the action.
    """

    The idea of being able to see a distorted/shadowy shape when close up, does make some sense. Harder to see but not absolutely invisible.
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited December 2014
    What your saying is a nerf to stealth.

    If Neverwinter was actually true to DnD "rules and standards" it would be so heavily nerfed down, it would be useless in pvp. Here are the latest (4e) edition dnd rules for rogue stealth:

    """
    You can stealth after any movement, but only with superior cover or total concealment
    You must beat passive perception, and reroll for any movement greater than 2 squares
    You have to stay quiet, maintain regular cover/concealment, and not draw attention to yourself to remain stealthed
    Creatures can discover you by making an active perception check or by entering your square
    Any action you take that breaks stealth only does so at the end of the action.
    """

    The idea of being able to see a distorted/shadowy shape when close up, does make some sense. Harder to see but not absolutely invisible.

    What I meant was eliminating stealth, which is what the other poster was wanting. Yes, it could be nerfed a bit in PvP. :)
    SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! (repeat indefinitely)


    myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
    pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
    looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
  • edited December 2014
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  • nem3zissnem3ziss Member Posts: 97 Arc User
    edited December 2014
    Any attack from stealth MUST remove stealth completely. This make sense and only this. Damage MUST town down. You hit, expect to be hit back. Don't want to be hit? Can live in your stealth forever but not on nods. Regeneration MUST not work in stealth to prevent jump back in stealth when it's getting hot. Wanna fight? Show your face. Pretty simple.

    This will not happen, so for now you will die to TR's, ok? GL and HF in PvP :)
  • edited December 2014
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  • kweassakweassa Member Posts: 2,390 Arc User
    edited December 2014
    What your saying is a nerf to stealth.

    If Neverwinter was actually true to DnD "rules and standards" it would be so heavily nerfed down, it would be useless in pvp. Here are the latest (4e) edition dnd rules for rogue stealth:

    """
    You can stealth after any movement, but only with superior cover or total concealment
    You must beat passive perception, and reroll for any movement greater than 2 squares
    You have to stay quiet, maintain regular cover/concealment, and not draw attention to yourself to remain stealthed
    Creatures can discover you by making an active perception check or by entering your square
    Any action you take that breaks stealth only does so at the end of the action.
    """

    The idea of being able to see a distorted/shadowy shape when close up, does make some sense. Harder to see but not absolutely invisible.

    And you think the same principles won't apply to other classes as well? :rolleyes:
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • kweassakweassa Member Posts: 2,390 Arc User
    edited December 2014
    Any attack from stealth MUST remove stealth completely. This make sense and only this. Damage MUST town down. You hit, expect to be hit back. Don't want to be hit? Can live in your stealth forever but not on nods. Regeneration MUST not work in stealth to prevent jump back in stealth when it's getting hot. Wanna fight? Show your face. Pretty simple.

    If any attack consumes stealth, then no attack will never consume stealth -- be it on node or not. To imply otherwise is simply a fallacy distorted with malintent. Why the fek should the changed mechanic not apply on node?

    Let's all use the same goddamned principle on all other classes as well. GWFs aren't allowed to use Unstoppable on node. HR deflection and Wilds Medicine will cease to work on node. CW defensive spells are dispelled on a node, DCs can't heal on a node, GFs can't shield-block on the node. Oh, btw, the damage of ALL those classes will also be 'toned down'.

    Do away with the double standards, please.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • edited December 2014
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  • tsokushintsokushin Member Posts: 0 Arc User
    edited December 2014
    kweassa wrote: »
    If any attack consumes stealth, then no attack will never consume stealth -- be it on node or not. To imply otherwise is simply a fallacy distorted with malintent. Why the fek should the changed mechanic not apply on node?

    Let's all use the same goddamned principle on all other classes as well. GWFs aren't allowed to use Unstoppable on node. HR deflection and Wilds Medicine will cease to work on node. CW defensive spells are dispelled on a node, DCs can't heal on a node, GFs can't shield-block on the node. Oh, btw, the damage of ALL those classes will also be 'toned down'.

    Do away with the double standards, please.

    This isn't a double standard. Unstoppable is counterable. HR deflection and Wilds Medicine are feats, not tab mechanics (and you have the burst to handle it atm). TR's fully counter CW right now.

    The point here is that stealth has no counter. The visibility distance range is far too low to do any good. I'm not supporting no stealth on nodes, rather I support that stealth should be broken on the first attack from stealth.

    See my post here:http://nw-forum.perfectworld.com/showthread.php?802881-Trickster-Rogue&p=9591111&viewfull=1#post9591111
    tsokushin wrote: »
    And yet in this MMO, you get a stealth refill every 15 secs from Saboteur capstone and stealth regeneration from Saboteur feats and Gloaming Cut, not to mention having Shadow Strike automatically refill the stealth bar.

    This is in addition from being able to perpetually use entire ability sets from stealth and while stealthed the entire time.

    Not to mention having a 100% crit rate while in stealth.

    Long story short, I fully agree with any attack from a trickster breaking stealth. Either that, or increase stealth loss from damage while stealthed.

    There are numerous ways to refill, and landing attacks on a stealthed rogue no longer guarantees breaking the rogue's stealth. This needs to be fixed to the point where it can be reliably countered with *skill*. I.E. predicting movements and landing aoe's, dodging a lashing blade from stealth and countering, etc.

    As it is now, the rogue can miss an attack from stealth, and you have literally no recourse.
  • demonkyuubidemonkyuubi Member Posts: 0 Arc User
    edited December 2014
    tsokushin wrote: »
    This isn't a double standard. Unstoppable is counterable. HR deflection and Wilds Medicine are feats, not tab mechanics (and you have the burst to handle it atm). TR's fully counter CW right now.

    The point here is that stealth has no counter. The visibility distance range is far too low to do any good. I'm not supporting no stealth on nodes, rather I support that stealth should be broken on the first attack from stealth.

    See my post here:http://nw-forum.perfectworld.com/showthread.php?802881-Trickster-Rogue&p=9591111&viewfull=1#post9591111



    There are numerous ways to refill, and landing attacks on a stealthed rogue no longer guarantees breaking the rogue's stealth. This needs to be fixed to the point where it can be reliably countered with *skill*. I.E. predicting movements and landing aoe's, dodging a lashing blade from stealth and countering, etc.

    As it is now, the rogue can miss an attack from stealth, and you have literally no recourse.

    saboteurs entire feat path is about perma-stealth and multiple sets revolve around increasing stealth. as such, it would require another class rework if you want to prevent a rogue from attacking in-stealth. the devs themselves did not want to kill perma-stealth so that's likely not gonna happen no matter how much you discuss it.

    also, damage will no longer stop perma-stealth soon since all perma builds will use the offhand for 10% reduction in stealth loss + 90% reduction in stealth loss from tenacious concealment. that right there ensures perma-stealth
  • joekast5joekast5 Member Posts: 2 Arc User
    edited December 2014
    Hey guys! I am pretty brand new to the game, but in the 10-19 bracket is it pretty common for it to be unbalanced? The couple matches I played had two TRs taking turns going 1v2 and just insta-killing both myself (DC) and my buddy the tank. He would 1v2 stunlock and instagib us over and over.

    We've been playing pvp in tons of mmos for years now (got the button mouse, decent reaction times, fast computers) and we have definitely faced unbalanced setups before, but this was just such a turn off. We want to know if its even worth diving further into the game to find out the nuances of these strong builds and how to counter them, or should just move on to a new game.

    Thanks!
  • tarftgmtarftgm Banned Users Posts: 169 Bounty Hunter
    edited December 2014
    joekast5 wrote: »
    Hey guys! I am pretty brand new to the game, but in the 10-19 bracket is it pretty common for it to be unbalanced? The couple matches I played had two TRs taking turns going 1v2 and just insta-killing both myself (DC) and my buddy the tank. He would 1v2 stunlock and instagib us over and over.

    We've been playing pvp in tons of mmos for years now (got the button mouse, decent reaction times, fast computers) and we have definitely faced unbalanced setups before, but this was just such a turn off. We want to know if its even worth diving further into the game to find out the nuances of these strong builds and how to counter them, or should just move on to a new game.

    Thanks!

    Run while you still can (SRS).
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    Any attack from stealth MUST remove stealth completely. This make sense and only this. Damage MUST town down. You hit, expect to be hit back. Don't want to be hit? Can live in your stealth forever but not on nods. Regeneration MUST not work in stealth to prevent jump back in stealth when it's getting hot. Wanna fight? Show your face. Pretty simple.

    In pvp, only on-node stealth or "attack from stealth" must be removed. This in it's self is huge to domination and is almost too much. TR is fine as a class, it is just op ON NODE.
  • joekast5joekast5 Member Posts: 2 Arc User
    edited December 2014
    tarftgm wrote: »
    Run while you still can (SRS).

    Haha so I am guessing it doesn't get any better.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    kweassa wrote: »
    And you think the same principles won't apply to other classes as well? :rolleyes:

    Oh absolutely! I in no way advocate those rules and I think Neverwinter has done a great job translating them to an action mmorpg. 4e rules are a MESS, thus the Pathfinder system (4e that makes sense) and the Pathfinder mmo (still in development). That mmo is, btw, pvp centric. But more like massive wars and battles for castles and so forth. In that game a rogue trolls another player not by playing games on node but by raiding the enemies supply lines and making himself rich in the process. Ahhh I can't wait for its release.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    kweassa wrote: »
    If any attack consumes stealth, then no attack will never consume stealth -- be it on node or not. To imply otherwise is simply a fallacy distorted with malintent. Why the fek should the changed mechanic not apply on node?

    Let's all use the same goddamned principle on all other classes as well. GWFs aren't allowed to use Unstoppable on node. HR deflection and Wilds Medicine will cease to work on node. CW defensive spells are dispelled on a node, DCs can't heal on a node, GFs can't shield-block on the node. Oh, btw, the damage of ALL those classes will also be 'toned down'.

    Do away with the double standards, please.

    Lets let TR keep its stealth and other powers on node, and the other classes can keep their powers on node as well. Plus all the other classes get stealth as well.

    Careful with that double standard thing.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited December 2014
    If all the classes get stealth then TR must get another ability from another class, or he would be the only one without 2 abilities. Double standard again.
    2e2qwj6.jpg
  • samothrace22samothrace22 Member Posts: 359 Arc User
    edited December 2014
    There seems to be something not mentioned at all is when you get up close to a TR in stealth you can see them and target them. I have hit TRs with lashing blade while they were stealthed before. When a TR goes in stealth I put up ITC and go to where I think he might be, it's dangerous getting close because he can also target you, but his outline will show even while invisible. So everyone, stop crying about how you can't see the TR, because yes you can if you're smart. And before anyone attacks me, yes, I do think TRs should be dialed back a tad bit in pvp but are perfect in pve. Just waiting for my favorite class to be killed again thanks to everyone crying so hard and not learning proper mechanics.
    ────────────────────────────
    SAMOTHRACE
    Trickster Rogue
    ────────────────────────────
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    reiwulf wrote: »
    If all the classes get stealth then TR must get another ability from another class, or he would be the only one without 2 abilities. Double standard again.

    I would gladly see TR with any power of your choice if all the other classes got stealth. Not such a bad idea. Potions of invisibility would rock.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    There seems to be something not mentioned at all is when you get up close to a TR in stealth you can see them and target them. I have hit TRs with lashing blade while they were stealthed before. When a TR goes in stealth I put up ITC and go to where I think he might be, it's dangerous getting close because he can also target you, but his outline will show even while invisible. So everyone, stop crying about how you can't see the TR, because yes you can if you're smart. And before anyone attacks me, yes, I do think TRs should be dialed back a tad bit in pvp but are perfect in pve. Just waiting for my favorite class to be killed again thanks to everyone crying so hard and not learning proper mechanics.

    The mouse cursor has to be right on the tr or you do not see him at all. Proper game mechanics? Like just don't go near a node if you suspect a TR might be on it, so you don't get insta-gibbed?

    I think TR is just fine as it is btw. PvP nodes, however are not. They should not allow any type of invisibility on them.
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited December 2014
    There seems to be something not mentioned at all is when you get up close to a TR in stealth you can see them and target them. I have hit TRs with lashing blade while they were stealthed before. When a TR goes in stealth I put up ITC and go to where I think he might be, it's dangerous getting close because he can also target you, but his outline will show even while invisible. So everyone, stop crying about how you can't see the TR, because yes you can if you're smart. And before anyone attacks me, yes, I do think TRs should be dialed back a tad bit in pvp but are perfect in pve. Just waiting for my favorite class to be killed again thanks to everyone crying so hard and not learning proper mechanics.

    "I have hit TRs with lashing blade while they were stealthed before. When a TR goes in stealth I put up ITC and go to where I think he might be, it's dangerous getting close because he can also target you"
    this is TR VS TR are you suggest solution to us all change class to TR LOL, then there is no need to create different class in this game and change the name from neverwinter to never out of stealth

    if TR are saying to learn tactic to deal with them.. i wanna hear it
    how you fight something you can't see..? first attack cannot be done because TR have it with stealth with full rotation of burst crit damage and after that TR just roll and roll far away with dodge imune then stealth again
    let's say we stand backing the wall there still 180 degree angle and TR got range at will too, and don't forget about 75% deflc sev if combine with 20% tenacity + deflec 75% then TR are imune when deflec
    if you saying about PVP is 5 VS 5 it's nonsense too.. there is open map PVP like IWD and many position in PVP domination that we got to fight 1 on 1 to cap node
    Stop bring up something nonsense and give statement,math calculation,screenshot, video to the discussion not just crying and nonsense statement

    i think i don't have to explain again how 100% crit change and 75% deflc sev is OP, read my prev post

    i think there is no need to delete stealth mekanic just make it so other class can counter it
    make TR leave footprint when stealth and step on the node (include HR).. in this position TR is imune to target locking skill which is mostly stun, freeze, prone only atwill and aoe damage can touch TR
  • edited December 2014
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  • samothrace22samothrace22 Member Posts: 359 Arc User
    edited December 2014
    The mouse cursor has to be right on the tr or you do not see him at all. Proper game mechanics? Like just don't go near a node if you suspect a TR might be on it, so you don't get insta-gibbed?

    I think TR is just fine as it is btw. PvP nodes, however are not. They should not allow any type of invisibility on them.

    That is not the way to fix things. I'm sorry that someone in this game would even mention such drastic measures. If you have problems fighting sabo TR I suggest you move. Don't stand there trying to hit thin air, waiting for contact, the perma wins in that case. Hunt him down, keep moving, keep dodging.

    Also, I never pay attention to where my mouse cursor is for spotting TRs in stealth, if I get close to them, I can see them
    ────────────────────────────
    SAMOTHRACE
    Trickster Rogue
    ────────────────────────────
  • tsokushintsokushin Member Posts: 0 Arc User
    edited December 2014
    reiwulf wrote: »
    If all the classes get stealth then TR must get another ability from another class, or he would be the only one without 2 abilities. Double standard again.

    Not understanding what is being said here.

    Most people want stealth to be broken if a rogue does an attack, in addition to stealth breaking from taking damage more easily considering the tools available to the rogue.

    We're not talking about giving tr abilities to other classes, but making stealth having a counter and requiring *skill* to use effectively.

    Do not mix up the conversation.
  • tsokushintsokushin Member Posts: 0 Arc User
    edited December 2014
    There seems to be something not mentioned at all is when you get up close to a TR in stealth you can see them and target them. I have hit TRs with lashing blade while they were stealthed before. When a TR goes in stealth I put up ITC and go to where I think he might be, it's dangerous getting close because he can also target you, but his outline will show even while invisible. So everyone, stop crying about how you can't see the TR, because yes you can if you're smart. And before anyone attacks me, yes, I do think TRs should be dialed back a tad bit in pvp but are perfect in pve. Just waiting for my favorite class to be killed again thanks to everyone crying so hard and not learning proper mechanics.

    The very problem, as I've pointed out, is the distance is so short that the rogue is well within attacking range, and can easily roll away, negating any chance of a counter.

    As you've just said, you pop itc before you go rogue hunting, yet other classes don't have such on demand damage mitigation.
  • samothrace22samothrace22 Member Posts: 359 Arc User
    edited December 2014
    tsokushin wrote: »

    As you've just said, you pop itc before you go rogue hunting, yet other classes don't have such on demand damage mitigation.

    I don't always have ITC ready either but it is either hunt or be hunted, I don't know what class you are so I can't make any suggestions
    ────────────────────────────
    SAMOTHRACE
    Trickster Rogue
    ────────────────────────────
  • pando83pando83 Member Posts: 2,564 Arc User
    edited December 2014
    The gwf in that video.. stood still swinging at nothing..
    That is not how you kill an invisible TR
    The GWF should have sprinted away and waited for the TR's stealth to deplete, then rush in and kill the tr with one intimidation.
    The encounters and stuff need to be used better by the GWF.

    End of story...

    FYI: you can run around as much as you want. Run around as much as you want. Stealth does not "deplete". As you can see, Nanners is always invisible OR in immunity in that video.

    - 0:00-0:06 Jeb sprint to point. Reason: to get power from ToD feat i guess (Power from depleted stamina).
    - 0:07: FLS where the TR was, but Nanners already rolled away. Nanners invisible.
    - 0:10: Intimidation. Nanners is on point, so should be in range. Most likely predicted he would shoot intimidation and is spamming dodge roll (immunity) since he gets no damage. Nanners invisible.
    - 0:10-0:23: Nanners bunnyhop around at "TR speed">>>Jeb movement speed and attacking. Nanners invisible.
    - 0:23-0:24: Nanners pop ITC and tank. Nanners in immunity.
    - 0::25: Jeb Intimidation, Nanners spam dodge roll (double roll)---> Nanners in immunity AND stealth, disappear.
    - Nanners in stealth somewhere and evading. Avalanche of steel from Jeb, most likely for immunity. Bloodbath from Nanners (immunity). Game over.

    The moments Nanners is visible, he is in immunity. The moments Jeb gets close, he can spam long dodge rolls. Base movement speed allows him to easily kite the GWF. Sprint is not enough to follow dodge roll spam and base movement speed from invisible enemy.

    Your tactic:

    - Get on node, run around for 23 seconds (time during which Nanners is invisible in that video). Sprint depleted in around 10 seconds at best.
    - Run around at base run speed, Nanners goes ITC and tank (is it now you would shoot intimidation?).
    - Or shoot intimidation after ITC. Like Jeb did. But nanners was already spamming dodge rolls and disappearing.
    - Nanners invisible again. Die from bloodbath.

    Correct me if your strategy would be different. Cause it's vague and clearly your "wait for stealth to deplete" does not work in the fight shown in that video.
    Not sure what you mean by "wait for stealth to deplete but it's in the video. Nanners is not invisible for 2-3 seconds over the total 47 seconds of the fight. And it those 3 seconds he's in ITC.
    You shoot Intimidation and hit on a stealthed TR in general cause they are invisible 90% of the time. If you wait for "stealth to drain" you die running around like a chicken.
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited December 2014
    I don't always have ITC ready either but it is either hunt or be hunted, I don't know what class you are so I can't make any suggestions

    yes you don't know what class we use.. but i know you roll TR.. you only mention how to fight TR using TR that is useless to this disscusion..
    stop blabbering nonsense and tell us how do you mean to counter TR.. pick class you think the best to counter TR in this cureent condition
    still waiting here.. i am all ears
  • f2pmaf2pma Member Posts: 665 Arc User
    edited December 2014
    pando83 wrote: »
    FYI: you can run around as much as you want. Run around as much as you want. Stealth does not "deplete". As you can see, Nanners is always invisible OR in immunity in that video.

    - 0:00-0:06 Jeb sprint to point. Reason: to get power from ToD feat i guess (Power from depleted stamina).
    - 0:07: FLS where the TR was, but Nanners already rolled away. Nanners invisible.
    - 0:10: Intimidation. Nanners is on point, so should be in range. Most likely predicted he would shoot intimidation and is spamming dodge roll (immunity) since he gets no damage. Nanners invisible.
    - 0:10-0:23: Nanners bunnyhop around at "TR speed">>>Jeb movement speed and attacking. Nanners invisible.
    - 0:23-0:24: Nanners pop ITC and tank. Nanners in immunity.
    - 0::25: Jeb Intimidation, Nanners spam dodge roll (double roll)---> Nanners in immunity AND stealth, disappear.
    - Nanners in stealth somewhere and evading. Avalanche of steel from Jeb, most likely for immunity. Bloodbath from Nanners (immunity). Game over.

    The moments Nanners is visible, he is in immunity. The moments Jeb gets close, he can spam long dodge rolls. Base movement speed allows him to easily kite the GWF. Sprint is not enough to follow dodge roll spam and base movement speed from invisible enemy.

    Your tactic:

    - Get on node, run around for 23 seconds (time during which Nanners is invisible in that video). Sprint depleted in around 10 seconds at best.
    - Run around at base run speed, Nanners goes ITC and tank (is it now you would shoot intimidation?).
    - Or shoot intimidation after ITC. Like Jeb did. But nanners was already spamming dodge rolls and disappearing.
    - Nanners invisible again. Die from bloodbath.

    Correct me if your strategy would be different. Cause it's vague and clearly your "wait for stealth to deplete" does not work in the fight shown in that video.
    Not sure what you mean by "wait for stealth to deplete but it's in the video. Nanners is not invisible for 2-3 seconds over the total 47 seconds of the fight. And it those 3 seconds he's in ITC.
    You shoot Intimidation and hit on a stealthed TR in general cause they are invisible 90% of the time. If you wait for "stealth to drain" you die running around like a chicken.


    he had clear opening with daily at 16 sec
    after that he could made the kill
    problem is people didnt learn to concentrate coz to easy modz before
This discussion has been closed.