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how i think TRs should be...

effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
edited January 2015 in PvE Discussion
i think the 2 second reveal should be removed from TRs cause it's breaking the stealth mechanic.
the TRs have alot of abilities to survive.
1. dodges 2. stealth 3. ITC 4. daze 6. smoke bomb 5. slow

i think the TR should keep the dodges, the stealth, smoke bomb and the slow.
but needs something to be done to DAZE, either decrease it's time or make it respec tenacity and cc immunity.
and the other one should be ITC, i think this encounter should be revised and should not grant DEFLECT chance.
but it can keep the CC immunity, cause thats why it's called impossible to catch not everytime we deflect.
this is how i see a fight or how my fights against TRs were.

they start in stealth, they throw their knives, they do their atwills that grant immunity to damage and after that a shocking execution and i am dead, but sometimes they dont have shocking execution and the fight goes on and on, and i realised that the only moment when i can attack and deal minor damage is when they are in ITC, i think that the 2second reveal is <bleep> and a nerf on ITC should be applied.

and ofc a damage reduction based on the damage bonus he gets from POWER.

i think they do , really do alot of damage right now, but most of TRs won't give a proper feedback to the class cause probably they are afraid of making the class useless again, but of what you are afraid that will probably come.

i dont hate the class itself... but i hate that they dont give a fair chance.
and that first strike feat combined with a 12k TR + shocking execution, can probably one shot everyone.
i think it's to much.
just bring back the normal stealth, fix the feats that deal DOTs and multi procc from weapon enchantments, TR needs a damage reduction, a nerf on ITC so it should not grant deflect, make it to overlay some CC spells so it wont glitch anymore, and a nerf on DAZE so it won't be so often or make it that so it wont last so long.
Post edited by effectenstein on
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Comments

  • edited December 2014
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  • zvieriszvieris Member Posts: 1,261 Arc User
    edited December 2014
    If you want perma stealth, I want perma unstoppable. Fair trade huh :rolleyes:
  • edited December 2014
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  • dante126pldante126pl Banned Users Posts: 257 Bounty Hunter
    edited December 2014
    ft
    And 100% immune during unstoppable plus 100% crit from unstoppable. How about that?

    and 150% crit severity too pls
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  • sygfried94sygfried94 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 264 Bounty Hunter
    edited December 2014
    Here a new sugg, stop PVP, your perma problem will be solved
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited December 2014
    its not like they dont have perma stealth already, but the 2 second reveal doesnt even matter, instead of 2 sec reveal
    a nerf on ITC and DAZE is more welcomed.
  • edited December 2014
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  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited December 2014
    2 sec from the beginning was nothing and crapy. Stealth must get serious rework not the 2 SECONDS JOKE. ITC and daze ether.
    I'm going also sabotage fights if I see more then 1 tr in my team or in enemy team like somebody already come up with this idea.

    you know that taking away stealth will make them useless right?

    and if the ITC doesnt offer deflect anymore and they dont have long dazes will be better for GWF to beat them, right?
    or you are just hating them without thinkin and realising that what i propose is fair and square without crippling the TRs. or your hating to TR class is to much?
    cause i dont see someth in my post that can defend TRs or opose them, only to have a good gameplay and synergy in fights.
  • edited December 2014
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  • zvieriszvieris Member Posts: 1,261 Arc User
    edited December 2014
    morenthar wrote: »
    Once again. You people are over thinking this. Just stop. Drastically lower if not remove 100% crit from stealth. Remove ALL piercing damage from the game. It's not the daze. It's the Saboteur perma-stealthing, landing a Dazing Strike and annihilating you in various ways. It's how TR'S that are 4 k or more GS lower than their opponents are wreaking havoc.

    1. TRs have 2 daze encounters
    2. Scoundrel has 2.5s daze every 5 seconds from feat
    3. Scoundrel has 6s daze every 15 seconds from capstone feat
    4. Daze duration cannot be deflected (unlike stun)
    5. Daze duration cannot be reduced by any other means
    6. Daze duration is not reduced on players unlike every other CC power

    So please, cut that HAMSTER about Scoundrel and dazes being 'fine'. They are not.

    On a side note. I find it funny how you suggest nerfs that affect other TR specs but yours. Double standards much?
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited December 2014
    No, no more nerf threads please. TR's can easily be countered, but tactics need to change when modifications are made to classes.
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  • faerbotfaerbot Member Posts: 62 Arc User
    edited December 2014
    It's so sad that no one realizes that the 2 second visibility doesnt really hurt the TR at all. It was more of a psychological hug for the community.
  • caexarcaexar Member Posts: 355 Arc User
    edited December 2014
    faerbot wrote: »
    It's so sad that no one realizes that the 2 second visibility doesnt really hurt the TR at all. It was more of a psychological hug for the community.

    Exactamundo. Stealth should be lost completely upon dealing or receiving damage. It's the only way.
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  • edited December 2014
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  • zvieriszvieris Member Posts: 1,261 Arc User
    edited December 2014
    Since TRs already have a ton of survivability options outside stealth, I believe this is how stealth should work:

    1. You cannot re-enter stealth in combat mode
    2. Encounters like Bait and Switch and Smoke Bomb allow you to shortly enter peace mode where stealth can be used. This additionally resets First Strike feat (which needs to be rolled back to what it was).
  • pindaoppindaop Member Posts: 117 Arc User
    edited December 2014
    zvieris wrote: »
    Since TRs already have a ton of survivability options outside stealth, I believe this is how stealth should work:

    1. You cannot re-enter stealth in combat mode
    2. Encounters like Bait and Switch and Smoke Bomb allow you to shortly enter peace mode where stealth can be used. This additionally resets First Strike feat (which needs to be rolled back to what it was).

    i think you are on to something here regarding stealth
    but i cant agree on first strike or smoke bomb
    that is perma again with potentiaLY lethal dmg
    i seen tr tank 4 out of stealth lets be honest they dont need more stealth
    they have up to 90% crit severity
    with 50% deflect and 45k hp its tankyest class out there
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited December 2014
    caexar wrote: »
    Exactamundo. Stealth should be lost completely upon dealing or receiving damage. It's the only way.

    thats how it should have been at start, maybe, to compensate this stealth could last longer or smth
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  • zvieriszvieris Member Posts: 1,261 Arc User
    edited December 2014
    pindaop wrote: »
    i think you are on to something here regarding stealth
    but i cant agree on first strike or smoke bomb
    that is perma again with potentiaLY lethal dmg
    i seen tr tank 4 out of stealth lets be honest they dont need more stealth
    they have up to 90% crit severity
    with 50% deflect and 45k hp its tankyest class out there

    And that is why I request first strike to be rolled back to dealing +15% damage instead of +60% as it does now. That would eliminate the 1hko ability without losing the dps. I think PvE TRs would appreciate the repeatable 15% bonus than a one time 60%.

    As for the other things, this suggestion would not give more stealth but would make getting into stealth less of an easy-mode. The same at-will drain and 2 sec reveal would stay.
  • emilemoemilemo Member Posts: 1,718 Arc User
    edited December 2014
    they aren't immune to damage while stealth bro, they cannot be targeted, thats the problem.
    they are stealth cuz thats the way of TR to outsmart others.
    problem is with the Daze and ITC. those 2 things make the TR immpossible to crack.
    its like mod3 GWF that used ROAR to ROOT and had to many unstopabbles.
    thats what it needs to be done with TRs, shorter Dazes and no deflect on ITC. only grant CC immunity, they will be easy to kill if they dont kill you first, understand?

    Easy to kill? Im not so sure about that. You know, I did sth I nvr thought Id do, I rolled a rogue. I wanted to see if its indeed as good as it seems when I play against it on my GWF. And what did I see? Well, the TR is awesome, tons of fun. I went mid tree as the bottom one gives zero chance for a fight ( my targets die in 1 hit ) and the upper one is pretty much a perma stealth which I loathe. The Daze is very good, maybe even 'game-breaking' good. I notice it just now cause its not that big of a deal when you are unstopapble. But man, all those other guys who dont have cc immunity on Tab are screwed. But lets talk abit about a rogue with a nerfed daze, nerfed burst and nerfed stealth ( and Im sure it will come ). Such rogue still has outrageous crit and deflect rates. Still moves almost as fast as a sprinter. Still can dodge almost anything, still has the daze even if its nerfed and in PVP just a moment delay can cause a loss.. you get the point.

    My rogue is lvl 58 and I got to page 2 without even trying ( I get most of my exp thru pve with some random doms here and there ). Gotta keep it real so I'll also say my rogue uses Dragon Bone weapons with a GPF ( good to have maxed out alts ), belt of Xvim, mulhorand cape, epic dragonborn pack ring and artifact - that automatically puts me above 80% of players in my lvl range HOWEVER I've taken down plenty of people, rogues incldued with more purple than me. Was that a direct result of my "mad skilzz" or is that Daze just that op, I leave up to you. Surely once I hit 60 and start meeting the' over 20k GS' people things will change.

    Since Im tired of arguing over stuff in this game I'll just say this, the TR is currently the best PVP class bar none and also the best in a 1vs1... and I dont even have a problem with that anymore. My problem is simple: a TR of any GS can pose a threat to a 22k GWF Sentinel! That is freakin unacceptable. If my GWF loses to a rogue with similar GS and great player ability - fine. Something must and will be done.
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  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited December 2014
    like i said, i dont know how you get my thread, but its not that to keep the TR OP as it is now.. it's only to make him less OP.
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited December 2014
    I suggest next nerf
    make roll have 1s Cooldown to be use so no more spamming roll
    there need to be animation when TR stand up after rolling
    make daze smoke bomb become aoe effect when you come out from smoke bomb area daze effect end
    it's just weird to be still dazed when already out of smoke area
  • charononuscharononus Member Posts: 5,715 Arc User
    edited December 2014
    piejal wrote: »
    make daze smoke bomb become aoe effect when you come out from smoke bomb area daze effect end
    it's just weird to be still dazed when already out of smoke area

    Ever been hit by tear gas? You're still effected by it even once you move to a clean area. It's in your lungs and your eyes. Same kind of thing here. Crossing a line and being fine would be much stranger.
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited December 2014
    charononus wrote: »
    Ever been hit by tear gas? You're still effected by it even once you move to a clean area. It's in your lungs and your eyes. Same kind of thing here. Crossing a line and being fine would be much stranger.

    The skill name is smoke bomb not tear gas
    this is trikster rouge class work lik3 ninja not class SWAT
    Smoke bomb is area skill that must effect it's area, i think it's even fine to make blind if in the smoke bomb area just like flashbang but after out of the area the effect must end
  • demonmongerdemonmonger Member, NW M9 Playtest Posts: 3,350 Arc User
    edited December 2014
    The change to stealth (2 seconds reveal when a tr makes an attack) is what FORCED the TR to start an attack with either a one shot kill, or a daze and spam kill.

    Your complaining about stealth is what brought this about.

    You forced us to stack power and try to end you before you can spot us.

    I don't see why no one listened when we warned you about this.

    Personally I was happy with my 3k power semi perma stealth pew pew fling fling attempted kills...

    Now I have been forced to more than double my power to make sure you die as soon as you see me, because I can't just roll away and hope you don't have fast reflexes.

    You made the monsters you see..

    More changes will just create more monsters.

    I wish that cryptic would have listened to the TR's instead of the non TR's about stealth changes.
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  • charononuscharononus Member Posts: 5,715 Arc User
    edited December 2014
    piejal wrote: »
    The skill name is smoke bomb not tear gas
    this is trikster rouge class work lik3 ninja not class SWAT
    Smoke bomb is area skill that must effect it's area, i think it's even fine to make blind if in the smoke bomb area just like flashbang but after out of the area the effect must end

    And you think smoke wouldn't be in your lungs and eyes from a smoke bomb designed to release thick smoke? You think you'd cross a line and stop coughing and having your eyes water? Sorry but that just doesn't make sense.
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited December 2014
    charononus wrote: »
    And you think smoke wouldn't be in your lungs and eyes from a smoke bomb designed to release thing smoke? You think you'd cross a line and stop coughing and having your eyes water? Sorry but that just doesn't make sense.
    Well then give 0.5 sec dazed after out of smoke area if you wanna have some sense
    if you insist to bring sense then smoke bomb effect must be apply when target still standing 1s in the area right? It's smoke bomb need time to ge the smoke to you eye and lung not like instant hitting in the eye
    got 5s dazed after out of smoke area is just a joke
  • pando83pando83 Member Posts: 2,564 Arc User
    edited December 2014
    The change to stealth (2 seconds reveal when a tr makes an attack) is what FORCED the TR to start an attack with either a one shot kill, or a daze and spam kill.

    Your complaining about stealth is what brought this about.

    You forced us to stack power and try to end you before you can spot us.

    I don't see why no one listened when we warned you about this.

    Personally I was happy with my 3k power semi perma stealth pew pew fling fling attempted kills...

    Now I have been forced to more than double my power to make sure you die as soon as you see me, because I can't just roll away and hope you don't have fast reflexes.

    You made the monsters you see..

    More changes will just create more monsters.

    I wish that cryptic would have listened to the TR's instead of the non TR's about stealth changes.

    I disagree. What you basically say is "hey guys, we need to either be close to impossible to hit (mod5 beginning) while dealing high DPS, OR oneshot people".

    Are you serious.

    Dude. You guys have high DPS, among the highest as it should be. You have dazes, dodge rolls, ITC, high deflect and highest deflection severity which, on top of everything else, together with tenacity can nullify most CC such as stuns. I see it happening quite often in PvP. A lot of tools to chose from depending on the build.
    Adapt to it: like ANY OTHER CLASS you guys need to have your chance to attack and then work your *** off to dodge attacks with dodges, or timing your daze to daze the opponent, or pop ITC exc...

    The way i see it, you now pick your target from stealth, start with a strong DPS move which is not supposed to be a 1-shot at least on tank players, but a hard hit (let's say you can hit for a good 25k), may be follow fast with another hit, then DODGE. Like any other class. Time your dodges. Build tankier and use your deflection as a quite strong counter to CC and DPS. Along with dodge immunity, or dazes, or ITC, you have the tools to survive the 2s and try to get away. Is it safe? NO. Is it guaranteed? NO. But so is for other classes. No other class have either 1-shots or amazing survivability.

    You are basically complaining cause you are not able to be out of reach 99% of the time and you want, in exchange, the ability to end a fight before it even starts.

    The enemy will get their chance to fight back and, oh god, you will get hit and even killed!!!!

    TRs need fix to AVOID one shots, then they are fine. 20k lashing blade is a good DPS move, tools to avoid damage are there, learn to react to what the enemy do and time your dodges in those 2 seconds. After all, if other classes can fight timing their dodges and moves while being in plain sight, i'm sure you can time your dodges or dazes or ITC for 2 seconds.

    Or, if you want to be a survivalist, just go perma and hold nodes while not attacking/ using few attacks.

    Permastealth with, as counter, your usual "listen to sounds", "train to predict where the invisible TR is", "use your Jedi powers to take latency into account and nail a 0.2s chance to hit, while i safely decide when and where to attack, and time only my own rotation to reduce my vulnerability to nothing", it's all gone. You now fight like any other class, with your strenghts but also weaknesses.
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited December 2014
    i only want the 1 shot thing gone, rest is for trained testers to decide... I find the matchup pretty balance till tr decides to use SE and while i dont find it normal that a TR can evade 4 people for long periods of time, it can be only my bias perception...
  • starheretic70starheretic70 Member, NW M9 Playtest Posts: 52 Arc User
    edited December 2014
    This quote :

    << Exactamundo. Stealth should be lost completely upon dealing or receiving damage. It's the only way. >>

    I strongly agree. Including D.o.T. and lower the stun time. To be permastun is no kind of fun. You go PvP to fight, at least a few seconds before dying. I don't mind death after a short fight. But when you die without doing nothing, that's real bad PvP.

    I really don't quite understand why Cryptic is allowing this class to destroy the very little balance in PvP (if balance it was).

    And rearrange a GS system is a must, we did a match, with 3 low GS pug against 5 players above 20k (like me and my bro) real waste of time.

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