To provide a little more context, we are generally happy with where rogues are currently falling in most cases, but we didn't see the increase in counterplay that we initially wanted from the changes to stealth and at wills in Module 5, partially because we decided we also wanted mid range rogues to be a much more viable build. Given the way players can currently interact with stealth (with enemies in melee range being revealed), this meant that making ranged rogues more viable had a negative impact on how players could interact with permastealth. However, our goal was not to eliminate stealth as an option that could be maintained, but make it more difficult to oppress an enemy without them fighting back. Given that we are investigating a couple options, but the one that I hope will be out and ready for testing sometime this week is as follows.
When you strike a player while stealthed they will be able to see you for 2 seconds. You are revealed only to the player you struck. Damage over time effects will only trigger this reveal on initial damage application at this time.
This still allows rogues to try and pick targets effectively, but once you have been targeted by a rogue you will have access to far more options than you did before (i.e. you can target them). As an added bonus, when you are struck by a rogue in stealth you are just becoming more keenly aware of stealth, and other stealthed rogues will become visible to you as well. Stealth damage bonuses and critical bonuses will still apply against targets who can see the rogue.
Your primary goal as a rogue in PVP who utilizes stealth fully will become something more of a "heat seeking missile" picking high priority targets to engage with in a forced 1 on 1 situation.
This change is in testing and is *NOT FINAL* as of this time. We are experimenting with several options based on our technical limitations with how stealth works and what will feel good to players without removing all the skill and playstyle surrounding stealth.
i think you didnt realized how easy is it to keep permasteathl now you gave TR perma dodges and also they have feat that restores steathl on dodge,you cant kick TR out of steathl with damage nowdays, they have 40% speed w,o steathl and 70% speed in with passive,more CC than a CW (lol) so gl catching one and killing decent one
forgot to mention 50% deflect.
Edit:forgot to mention 1 shot build TRs have any idea how to fix this?you cant counter something that 1 shot you w,o any chance to fight back.
Comments
People underestimate this admin, we're getting closer and closer to balance each module.. seriously ! (I know each class starts broken at a mod but hear me out... it's for the greater good).
So with this idea... TR will be back in-line with the other classes !
What we need to balance everything:
Great Weapon Fighter: Takedown needs to be back as a prone and needs to have its damage restored
Great Weapon Fighter : Base damage needs to be increased.. a lot. We hit like wet noodles
Great Weapon Fighter : Roar needs to have some sort of CC... perhaps a two second daze? Since a roar can pierce ears. And the waves can daze you.
Trickster Rogue, Scoundrel: Targets need to breathe!... give them 1 or two seconds of "Daze-Immunity" just like the immunity for Control Wizard's freeze.
Trickster Rogue, Executionner: Shadow of Demise needs to be half effective on players, just like Assaillant.
Hunter Ranger: The upcoming Life-Steal nerf should balance out combat.
Hunter Ranger: Careful attack needs fixing, it's bugged.
Devoted Cleric: Gift of faith's effectiveness needs to be halved in PVP, or a maximum amount of heal cap.
Scourge Warlock: All activation times need to be sped up by 40%
exaggeration
and most scoundrels don't even fight in stealth so you can drop that run speed calc down by 25%
a wizard can still perma-control until you die even with freeze immunity. and that's with just 3 controls....i can do more with a 4th control slotted
the difference is that freeze immunity is just from the chill mechanic while daze immunity is the middle finger to all daze encounters/feats
those TRs can one shot havin 4-5k power, imagine what they can do with 8k power?
TR has in feats the damage bonus that a gwf gains from STR , feats + POWER . so yea.
a sabotuer can use 3-4 dailies, but it's enough 1 to beat a GWF .
you should DECREASE THE ITC DR% like you did with unstopable.
That is not quite the case my friend....
Wizards are balanced now. With Orb of Imposition dialed back to module 1 status. Entangling Force is very easily evadable. It lasts a small .5 or 1 second.
Second, the "Perma-CC" you're talking about are probably Oppressors... which hit even weaker than the current GWF... so. (And it's not even perma-CC... that thing is so module 4..!).
There is no such thing as a "Perma-CC" right now, but Scoundrel TR is the closest thing to it at the moment.
an CD reduce on frontline could be ok too cause right now thats less than 2k base dmg with 18sec cd...
and just fix that the stun duration is affected by deflect im all for prone on takedown but with current sprint mechanic you would cancel TD animation and keep target permanently proned from 100-0.
Hello my GWF Comrade !
Not really... you can't have him "Permanently proned".
Even the old prone varied in duration... the guy would probably get up and dodge or something. Sprint Cancelling doesn't always 100% work.
try it on a mob TD>cancel with sprint b4 you do dmg> 2 atwill hits>td>cancel with sprint repeat
you can perma prone lock with this and many of us know it.
i am an oppressor and it is perma-cc if the opening control isn't dodged. my entangles last long enough to freeze, then i just stun after a couple seconds, followed by icy rays to root, which goes back to freeze. my entangle is back up either after icy rays or the 2nd freeze but not sure.
and yeah, oppressors don't hit hard but that's it
I'm aware, I'm aware.
But I HIGHLY doubt anyone would actually do this.. or barely, giving the fast-pace PVP we have right now.
key words @ bolded
Perma-freeze/CC was possible in mod 4... really not anymore. It may work once... but you can never freeze/cc lock someone indefinitely in module 5 as a CW, no matter the path.
since it's so rare for me to get a 1 vs 1 against a class without an immunity, then it's gonna be a while b4 i can re-verify it.
ps: the bolded was just marking the end of the rotation where the enemy is still controlled.
so NO.
we dont need PRONE.
what we need right now is other classes should get nerfs. so that we wont need any other buffs.
they do that with CAGI, tricking the TRs ..
i do like to get some more survaviblity atm
maybe rework unstoppable recovery to heal 15-20% of ur total hp over 10 seconds and does not stack
but this thread is not about GWF so ill leave it here.
I don't like your way of viewing things.
So for X to excell we have to nerf X and X.
NO thanks. Last post since this is about TR.
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what can you nerf more from unstopable that isn't nerfed ?
like the video that pando provided it's clearly that TR resorted on stealth , dodges and ITC.
the only thing ITC should do is CC immunity, but not DR of 50%, that is too much.
i think 2 seconds like tsokushin said, if it's too much they can put it at 1 second later, but dont debate if they didnt even made the change.
i got my *** kicked today from a TR called j.a.m.o, he was executioner. he was draining my life so quickly.
and i have tier 2.5 , everything legendary and r10.
and he had 5.5k power. i got my *** kicked by another TR with 7.5k power, only from 1 daily.
they didnt had the First Strike class feat.
so yea mr. sherlock. we are reading what we are typing.