Look at this morning PVP board top ranking
57.5% are TR vs 43.5% for all the other Neverwinter class.
TR kill an average of 10 (9.84) times for 1 death
I think all daze effects should be cut down to a maximum of 1 to 2 seconds on players and also have a cooldown of 6 to 8 seconds on the player that has been daze.
I also think that Impossible to Catch immunities time should be 50% shorter in PVP.
In my opinion that could be an easy thing to do and a good start for balancing the class for PVP.
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Comments
And you should stop advocating daze with such a stubbornness. It's the only CC power that is not affected by any of these: deflect, CC resist stat, tenacity. It also has no reduction on players and has the longest duration among CC powers.
I just finished a round of about 20 fights against a Tr and I was dazed every fights for at least 70% to 80% of the time.
It is the major PVP problem that has to be solved.
All TR fights revolves around daze and invulnerability while DPS.
Daze effects should be cut down to a maximum of 1 to 2 seconds on players and also have a cooldown...
Cryptic?? They already know.
Other players??? They already know.
TRs??? Good luck with that. They are on acid frenzy due to their OPness. Little they understand, little they care. It reminds me of this:
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you are ridicolous.
and following your reasoning, now go on leaderboard and order the thing for losses.
It's like that in most games, and you should get used to it.
CW is not a PVP problem. The thread is about the results you see on the board and you don’t make any point regarding the topic so...
please buff
So you decide that TR is the ultimate PVP class.
I just want to remind you that we all investing time and effort to make this game alive.
We all deserve to have balance chance with our respecting differences against an adversary that has the same gear score.
23k CW against 22K TR
And if 2 TR are on the same team and together it's nearly imposssible to play without evryone being daze
Who the hell cares if they're Scoundrels or whatever? Tell me, how is scoundrel balanced if:
1. He can reach 70%+ deflect chance and 75-85% deflect severity?
2. He can run faster than sprinting GWFs and people with mounts?
3. Has 4 longest dodges in the game?
4. His dazes:
4.1. Have twice the duration of stuns?
4.2. Are not affected by deflect, tenacity, control resist?
4.3. Are not lowered against players?
4.4. Come from 2 feat procs and 2 encounters?
So please, stop trying to drag all the focus on Sabo and Exe. You won't get far.
however, now that combat hr is nerfed like you asked for can you name 3 successful combat HRs? we can talk about it in private if you want
Trapper for da win :-). (exept against Trs ofc)....
Trapper is quite good against TR since the roots are applied even if you dodge them.
BTW, all top TRs on RU server are scoundrels. Saboteurs are mostly wannabe permas that go stealth, run around till SE is up, use SE, run around till SE is up, etc. Executioners are mostly low GS rogues, because you don't need any gear to one shot people with that spec.
The board just shows that more people are playing tr and that tr have an easier time stealing kills from others and or getting kills in general. that is in part to our inate ability to decide who and when we want to attack from stealth.
Itc is not a problem... It lasts 5 seconds and if you waste your cc then and die that is your fault.
Play as if you are playing chess and think 3-8 moves ahead.
Kill steals do not impact the outcome of the game, so the kill stealing trs should not have the win ration superiority. We are discusing the fact that their mechanics are broken enough that they can statistically decide the outcome of the game ignoring other players.
Furthermore no class is supposed to get easier kills for free - you get the advantage when you go to kill someone because of stealth, but with that you should also gain vulnerability from the other players. Right now TR can go for a kill without losing his high survivability.
Thats only occur when 1vs 1, if there is a cw near, the tr is easy to kill.
But the ITC really need to rework for the PVP
Not exactly - Cw only helps if there are more people around - 2v1 me - hr and cw couldn't stand a chance vs 1 rogue of similar gear score. The window of opportunity was too short to dish enough damage, got picked one after another rogue slipping back and forth from stealth, with his amazing deflection/deflect severity.
Current mechanics leaves them too invulnerable to interference from outside, when they are taking their kill. In my opinion they should have the advantage against the one they attack but be really susceptible to an attack from rear. This way they should focus on separated targets and not just take teams one by one. In other words - high risk high gain.
Why everybody only sees TR when they are CC'd you don't count the other class on that are lurking around like cleric, CW, and SW, and so on as if five of you fighting TR alone and nobody's helping the TR on damage and CC. I quit scoundrell cause all you have is daze which some of the player can easily get away by bunny hopping and dodge. As some thread says you cant have CC and perma and DPS at the same time unless you have 90 paragon points for that.
All that initial image showed is a bunch of people made TRs, and then also liked to PvP.
"Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."
"Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon