You're underhanded and untrustworthy. Enough drama?
How about this:
1. Unannounced nerf to stealth affecting EVERY rogue everywhere. Nerfed from 6 seconds to 5 seconds. It's a big deal and you didn't have the brass to be up front about it.
2. Unannounced removal of Profound set with stealth duration increase with no compensation. Not only was this set BiS for many rogues, some of us (me) had partial sets that we were still trying to earn glory for. Sayonara to a lot of time and money.
3. Unannounced nerf of Shadow of Demise making it completely worthless. I would challenge any TR to prove EXEC is still a better path than Sab. Heck , we're just like the HR's now, ONE PATH to rule them all.
4. A level 60 skill and class feature that has absolutely ZERO usefullness. Shadowy Disappearance is just as bad live as I claimed it was in feedback on preview. Outside of parkouring to places the map never intended for us to go, it's worthless. A 1 second stun (half second on players) for a class feature? Really?
Thanks for making Rogues awesome for one mod and then dropping the nerf nuke. Your business practice of making a class "FOTM" for money is getting old.
Bedlam: Creating chaos as a MI Exec TR Avariel Merilwen: Burn baby, MoF/Rene Aejun The Silver: Devoted to Healing, DevOP/Justice Mina Rosepetal: Super Natural, Pathfinder/Melee Frost: Benchwarmer, Soulbinder/Fury
you know i wouldnt complain too much executioner is still boss in pvp. one shotting everyone. but i do agree with you. as the old saying goes though better to have loved and lost than never to have loved at all.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited April 2015
I assume the old PvP gear was removed from stores for all classes and not just TRs (I won't be in-game for some hours yet), but that's unfortunate you didn't get to complete it.
Edit: It'd be nice if they permitted a trade of your Profound gear to get something towards the new sets, not a 1/1 trade like they did with GG sets for Grim but maybe a currency pack where you could reclaim some of the value, to help people who got screwed with incomplete sets.
Thats kinda odd, they wanted to fix bug with multiple SoD stacks and the skill is now ruined... I dont care about pvp but no AoE SoD apply kills exe in PvE
you know i wouldnt complain too much executioner is still boss in pvp. one shotting everyone. but i do agree with you. as the old saying goes though better to have loved and lost than never to have loved at all.
The level of PvP which Execs maintain "boss status" is around [fresh, new lv60] ~ [60~70% of gear farmed]... particularly effective when those who already have a lot of PvP experience use a TR alt character and go all-out mass-killing against undergeared and underskilled hordes of newbies out for the daily quests.
Any level of PvP where truly competitive matches are held, no real TR claims Exec is "boss". Sabo's the top game, always was, even from day1 of mod5 preview.
Yes of course, the "it's always because of PvP" arguments. Except for the fact SoD abuse was just as a problem in PvE as it was in PvE.
You PvE munchkins crack me up.
No kidding.. PVE queens always be spewing the same bullcrap over and over again.
"Hey look at me! I don't PVE! I'm way too good for that <font color="orange">HAMSTER</font>!". Well good for you, have fun having no reflexes and killing the same brainless AI mobs.
Hate these snobby people.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
rofl, you PvP people are adorable with your predictable, trite insults.
SoD wasn't at all an issue by itself. The slimebags absusing the exploits with it were the issue. But sure, I'm a munchkin because I'm irritated that my feat path's capstone basically doesn't work. OK. I'll be over here laughing.
rofl, you PvP people are adorable with your predictable, trite insults.
Scan the thread again and see if you find anyone saying anything demeaning about PvE or its players. I don't see anyone. Who opened up this heap of trash by going the cheap, idiotic "PvP always ruins PvE" route again?
Sure as hell wasn't me.
SoD wasn't at all an issue by itself. The slimebags absusing the exploits with it were the issue.
By that same logic, PvP is never the problem. It's always the devs who create powers with unintended side effects that potentially break the game and disrupt the balance. So why are you shifting the blame on broken powers to PvP and its enthusiasts again? Because we acknowledge what is broken and speak truthfully to the developers?
But sure, I'm a munchkin because I'm irritated that my feat path's capstone basically doesn't work. OK. I'll be over here laughing.
You're a munchkin because you've displayed typical, childish, blame-shifting towards innocent people, who are every bit as much important as yourself, a part of this community, enjoying a content which is just as much central to their gameplay experience as your own friggin' precious PvE -- whose only 'crime' is that they have discovered problems with certain powers and mechanics, and sincerely and honestly voiced their opinions to the developers for the sake of a better game, instead of hiding it and abusing it for personal advantage.
The fact that the devs have changed it into a way you do not enjoy, has nothing to do with PvP or us PvP players. It's not our fault that the devs have changed it into this manner to solve a problem which they have begun in the first place. Instead of acknowledging this fact, you simply blame us, wrongfully accusing us of the problem which we had nothing to do with.
That's why your a munchkin. Git your facts straight.
who are every bit as much important as yourself, a part of this community, enjoying a content which is just as much central to their gameplay experience as your own friggin' precious PvE -- whose only 'crime' is that they have discovered problems with certain powers and mechanics, and sincerely and honestly voiced their opinions to the developers for the sake of a better game, instead of hiding it and abusing it for personal advantage.
Then the power should have been adjusted to function differently in PVP.
The power was useful and a staple of play in PVE,because those dynamics are quite different.
It should have been kept that way.
When players have spent money to develop their characters, specifically to develop their characters in a F2P game since there is no subscription, and functionality is altered in such a significant manner it will be an issue.
Then the power should have been adjusted to function differently in PVP.
The power was useful and a staple of play in PVE,because those dynamics are quite different.
It should have been kept that way.
When players have spent money to develop their characters, specifically to develop their characters in a F2P game since there is no subscription, and functionality is altered in such a significant manner it will be an issue.
True. But just why those people choose to shift the blame upon others who did not have anything to do with it, is beyond me.
I'm not objecting to what implications mod6 changes have in the PvE context. Not even my area of interest, I'd say. My only issue is with people just casually blaming others for their own problems, and among such blames you can say the "dump the heap of shi* on PvP" has been around for a long, long time. I've seen it happen in any MMOG forum I've been at. Always the same, malicious, thoughtless enmity and hate thrown from one side to the other.
you know i wouldnt complain too much executioner is still boss in pvp. one shotting everyone. but i do agree with you. as the old saying goes though better to have loved and lost than never to have loved at all.
i always see you in our class forum bleakwife, errr blackwolfe, always telling how op TRs are. thanks for being our #1 fan
you know i wouldnt complain too much executioner is still boss in pvp. one shotting everyone. but i do agree with you. as the old saying goes though better to have loved and lost than never to have loved at all.
i always see you in our class forum bleakwife, errr blackwolfe, always telling how op TRs are. thanks for being our #1 fan :rolleyes:
i always see you in our class forum bleakwife, errr blackwolfe, always telling how op TRs are. thanks for being our #1 fan :rolleyes:
well my second main is a tr. was executioner but i found sabotour to be more fun. ive been playing tr since i started this game alongside hr. they make a great pair. and sorry im not gonna lie when a class THAT I PLAY IS BROKEN. btw that comment you made about bleak wife. its childish. really. i hope you dont feel proud of yourself for saying it.
1) When you get down to it, the issue isn't "nerfing" or "You PvPers just ruined my PvE, go sit in the corner and think about what you've done." It's that the devs fail, over and over, to find a way to have powers and feats work differently when a player is in PvP than when they're in PvE. I don't know coding/programming at all. I don't know how feasible that would be. Can anyone here give me an idea whether that would be possible or whether it would likely mess things up more?
2) That said, I like the executioner tree. It works for my TR's style. I've never much cared for the feats in the other trees, save for one here or there.
3) A thought on playing TR in PvE: In more recent months, in CTAs and various skirmishes, I've gone after the bosses more. But before that, I mostly went after the adds. You still build up the damage, but the things that hit the hardest are being distracted by classes that can take the hits better than a TR. Admittedly, it doesn't solve anything for solo play, but in groups, it's something worth considering. Maybe? Particularly if you're like me and stubbornly hoping there may yet be a future for the executioner. Thoughts?
going after add's with a CW in party is useless.. they kill them before you can get to them. TR is a single target killer. Smokebomb does nice AoE+CC when solo or when you can get ahead of the party but if you're playing with equally skilled/equally geared party members - you will shine more in the boss fights than in the DPS run. There's a reason that skilled CW's say "Wow, that TR outdamaged me.. how did they do that?" (and that question is usually answered with lots of legendary gear)
There's also a reason that you've gone after bosses more in recent months, it's because at the start of mod 5 we could actually start taking a hit. Pre-mod5 the TR was fairly squishy. I remember doing the CTA "battle for the bridge" and having trouble not getting 1-shot.. just before mod 6 my guild mates were solo'ing the Draco in CN. Power creep definitely needed to be solved but as usual the pendulum swings too far either way.
Bedlam: Creating chaos as a MI Exec TR Avariel Merilwen: Burn baby, MoF/Rene Aejun The Silver: Devoted to Healing, DevOP/Justice Mina Rosepetal: Super Natural, Pathfinder/Melee Frost: Benchwarmer, Soulbinder/Fury
You know what would be really cool? If this game kept all the previous mods open to playing like real D&d. That way if they mess up one mod, you can just transfer your character to the old mod of your choice(as long as you were willing to have rank 12 enchants and other stuff that did not exist in previous mods taken off your character as part of the transfer). That would also be an amazing feedback system too. This game could just look at which mod is most popular and why and design future mods with that in mind.
I agree, mod 6 did a lot of unacceptable damage to my class along with all the other striker classes.
Rogues like the other strikers have had their survivability over nerfed. The new absurd inflation rate of all numbers except the percentages of stats may be deceiving at first but proportionally speaking, our survivability has gone down despite the increase in numbers. As strikers we should have the lowest hp/defenses of all class categories and high mobility and the highest dps to compensate and fulfill our role. But for pve, the monsters hit really absurdly hard even with the inflation rate and new gear. The gear curves have gone up too much and pretty much all stats except armor pen and recovery take way too much investment to get them to go up even as little as 1%. Pvp seems to have gotten much harder for rogues too because of our over nerfed survivability. Pretty much the moment I leave stealth(which they had to go and over nerf), I go instant kersplat and I no longer have enough stealth to survive more than 5 seconds after every respawn in pvp(unless I just don't attack). As a melee class, rogues need at least enough survivability to get NEAR an opponent long enough to do damage, otherwise we are useless, mod 6 seems to have ignored this information. In mod 5, I did need stealth but I could leave stealth for a short time without instantly dieing.
The nerfs to stealth combined with overly high monster damage, messed up absurdly difficult dungeons, reduced team sizes for said dungeons, our survivability being too low even for a striker, the stats requiring too much stacking to get anywhere near the same percentages as before(which pretty much sucks the fun out of getting good gear), the new imbalance between tanks and strikers(tanks are now more op than strikers), nerfs to oppressive darkness in testing even though rogues said they liked it, nerfing our best megafeat too much, making new healing potions that are next to useless in combat, and failing to patch glitchzilla mod 6 before it was rush released are all hitting rogues hard.
For the new powers I think they had the right idea with trying to give us one more daze, armor piercer, and gap closer to chose from. The problem is that the new powers are really poorly designed and next to useless. For that passive that allows us to aoe daze people for 1 second every time we go into stealth, we will never ever need to daze people when we enter stealth. We only ever really need to daze people when we don't have stealth up to protect us. The daze is also too short to be viable in pvp(half second). The new teleport has too clumsy a mechanic to even come close to competing with deft strike. The whole target on the ground thing as a means of aiming it is too unreliable. If they made the aiming mechanism the same as deft strike(just point your screen target at people), and kept everything else, this power would be pretty sweet. Oppressive darkness would have been perfect if it had not been nerfed. You would be far better off just taking sneak attack and skillful infiltrator for the movement speed(especially since movement speed gear stat takes too much investment to even get + 1%). Blade flurry(not duelist's flurry) had a cool mechanic, being able to hit 4 times(5 times if done from stealth) as an aoe before the power even goes on cooldown is pretty sweet but the damage is too low to be worth it.
The best powers I'm my opinion are still the following:
Dazing strike, lashing blade, deft strike, shocking execution, smoke bomb, lurker's assault, duelist's flurry, sneak attack, skillful infiltrator, bloodbath, cloud of steel. In mod 5, these powers were as close to perfect as I think you could get. The only possible exceptions are lurker's assault and duelist's flurry, I'm still unsure whether the mod 5 version or the mod 6 version is better but both are really good.
I wish they would just load mod 5 and get rid of almost all mod 6 stuff. I was ok with the changes to lifesteal and regeneration, liked the idea of traps causing an injury, liked that the two best artifact weapons in the game are free(who wouldn't like free stuff), and liked the new mounts... that's where my endorsement of mod 6 ends and these changes that I liked are not worth all the cons than came with them.
No kidding.. PVE queens always be spewing the same bullcrap over and over again.
"Hey look at me! I don't PVE! I'm way too good for that <font color="orange">HAMSTER</font>!". Well good for you, have fun having no reflexes and killing the same brainless AI mobs.
Hate these snobby people.
Please lets not generalise like this and start the <font color="orange">HAMSTER</font> slinging. There are good PVE players and there are bad PVE players. There are good PVP players and there are bad PVP players. There are whiney players in both sectors. I got friends in both groups. Being exclusively a PVE player does not make you a worse player then a PVP player, it just means you better at a different aspect of the game. I guarentee you that most PVP players who come into PVE won't be able to do some of the stuff I do, because PVE isn't their area of expertise. By the same token, I will probably get steamrolled by any decent PVP player. However, I could learn PVP just like they could learn PVE...Playing in PVE doesn't mean you have an inferior skillset.
Comments
Edit: It'd be nice if they permitted a trade of your Profound gear to get something towards the new sets, not a 1/1 trade like they did with GG sets for Grim but maybe a currency pack where you could reclaim some of the value, to help people who got screwed with incomplete sets.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I guess there's still Saboteur but ugh, I didn't go Sab for a reason. I don't like how it plays. Oh well.
The level of PvP which Execs maintain "boss status" is around [fresh, new lv60] ~ [60~70% of gear farmed]... particularly effective when those who already have a lot of PvP experience use a TR alt character and go all-out mass-killing against undergeared and underskilled hordes of newbies out for the daily quests.
Any level of PvP where truly competitive matches are held, no real TR claims Exec is "boss". Sabo's the top game, always was, even from day1 of mod5 preview.
Yes of course, the "it's always because of PvP" arguments. Except for the fact SoD abuse was just as a problem in PvE as it was in PvE.
You PvE munchkins crack me up.
No kidding.. PVE queens always be spewing the same bullcrap over and over again.
"Hey look at me! I don't PVE! I'm way too good for that <font color="orange">HAMSTER</font>!". Well good for you, have fun having no reflexes and killing the same brainless AI mobs.
Hate these snobby people.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
SoD wasn't at all an issue by itself. The slimebags absusing the exploits with it were the issue. But sure, I'm a munchkin because I'm irritated that my feat path's capstone basically doesn't work. OK. I'll be over here laughing.
Scan the thread again and see if you find anyone saying anything demeaning about PvE or its players. I don't see anyone. Who opened up this heap of trash by going the cheap, idiotic "PvP always ruins PvE" route again?
Sure as hell wasn't me.
By that same logic, PvP is never the problem. It's always the devs who create powers with unintended side effects that potentially break the game and disrupt the balance. So why are you shifting the blame on broken powers to PvP and its enthusiasts again? Because we acknowledge what is broken and speak truthfully to the developers?
You're a munchkin because you've displayed typical, childish, blame-shifting towards innocent people, who are every bit as much important as yourself, a part of this community, enjoying a content which is just as much central to their gameplay experience as your own friggin' precious PvE -- whose only 'crime' is that they have discovered problems with certain powers and mechanics, and sincerely and honestly voiced their opinions to the developers for the sake of a better game, instead of hiding it and abusing it for personal advantage.
The fact that the devs have changed it into a way you do not enjoy, has nothing to do with PvP or us PvP players. It's not our fault that the devs have changed it into this manner to solve a problem which they have begun in the first place. Instead of acknowledging this fact, you simply blame us, wrongfully accusing us of the problem which we had nothing to do with.
That's why your a munchkin. Git your facts straight.
Then the power should have been adjusted to function differently in PVP.
The power was useful and a staple of play in PVE,because those dynamics are quite different.
It should have been kept that way.
When players have spent money to develop their characters, specifically to develop their characters in a F2P game since there is no subscription, and functionality is altered in such a significant manner it will be an issue.
True. But just why those people choose to shift the blame upon others who did not have anything to do with it, is beyond me.
I'm not objecting to what implications mod6 changes have in the PvE context. Not even my area of interest, I'd say. My only issue is with people just casually blaming others for their own problems, and among such blames you can say the "dump the heap of shi* on PvP" has been around for a long, long time. I've seen it happen in any MMOG forum I've been at. Always the same, malicious, thoughtless enmity and hate thrown from one side to the other.
It sucks.
i always see you in our class forum bleakwife, errr blackwolfe, always telling how op TRs are. thanks for being our #1 fan
i always see you in our class forum bleakwife, errr blackwolfe, always telling how op TRs are. thanks for being our #1 fan :rolleyes:
well my second main is a tr. was executioner but i found sabotour to be more fun. ive been playing tr since i started this game alongside hr. they make a great pair. and sorry im not gonna lie when a class THAT I PLAY IS BROKEN. btw that comment you made about bleak wife. its childish. really. i hope you dont feel proud of yourself for saying it.
2) That said, I like the executioner tree. It works for my TR's style. I've never much cared for the feats in the other trees, save for one here or there.
3) A thought on playing TR in PvE: In more recent months, in CTAs and various skirmishes, I've gone after the bosses more. But before that, I mostly went after the adds. You still build up the damage, but the things that hit the hardest are being distracted by classes that can take the hits better than a TR. Admittedly, it doesn't solve anything for solo play, but in groups, it's something worth considering. Maybe? Particularly if you're like me and stubbornly hoping there may yet be a future for the executioner. Thoughts?
There's also a reason that you've gone after bosses more in recent months, it's because at the start of mod 5 we could actually start taking a hit. Pre-mod5 the TR was fairly squishy. I remember doing the CTA "battle for the bridge" and having trouble not getting 1-shot.. just before mod 6 my guild mates were solo'ing the Draco in CN. Power creep definitely needed to be solved but as usual the pendulum swings too far either way.
Avariel Merilwen: Burn baby, MoF/Rene
Aejun The Silver: Devoted to Healing, DevOP/Justice
Mina Rosepetal: Super Natural, Pathfinder/Melee
Frost: Benchwarmer, Soulbinder/Fury
Rogues like the other strikers have had their survivability over nerfed. The new absurd inflation rate of all numbers except the percentages of stats may be deceiving at first but proportionally speaking, our survivability has gone down despite the increase in numbers. As strikers we should have the lowest hp/defenses of all class categories and high mobility and the highest dps to compensate and fulfill our role. But for pve, the monsters hit really absurdly hard even with the inflation rate and new gear. The gear curves have gone up too much and pretty much all stats except armor pen and recovery take way too much investment to get them to go up even as little as 1%. Pvp seems to have gotten much harder for rogues too because of our over nerfed survivability. Pretty much the moment I leave stealth(which they had to go and over nerf), I go instant kersplat and I no longer have enough stealth to survive more than 5 seconds after every respawn in pvp(unless I just don't attack). As a melee class, rogues need at least enough survivability to get NEAR an opponent long enough to do damage, otherwise we are useless, mod 6 seems to have ignored this information. In mod 5, I did need stealth but I could leave stealth for a short time without instantly dieing.
The nerfs to stealth combined with overly high monster damage, messed up absurdly difficult dungeons, reduced team sizes for said dungeons, our survivability being too low even for a striker, the stats requiring too much stacking to get anywhere near the same percentages as before(which pretty much sucks the fun out of getting good gear), the new imbalance between tanks and strikers(tanks are now more op than strikers), nerfs to oppressive darkness in testing even though rogues said they liked it, nerfing our best megafeat too much, making new healing potions that are next to useless in combat, and failing to patch glitchzilla mod 6 before it was rush released are all hitting rogues hard.
For the new powers I think they had the right idea with trying to give us one more daze, armor piercer, and gap closer to chose from. The problem is that the new powers are really poorly designed and next to useless. For that passive that allows us to aoe daze people for 1 second every time we go into stealth, we will never ever need to daze people when we enter stealth. We only ever really need to daze people when we don't have stealth up to protect us. The daze is also too short to be viable in pvp(half second). The new teleport has too clumsy a mechanic to even come close to competing with deft strike. The whole target on the ground thing as a means of aiming it is too unreliable. If they made the aiming mechanism the same as deft strike(just point your screen target at people), and kept everything else, this power would be pretty sweet. Oppressive darkness would have been perfect if it had not been nerfed. You would be far better off just taking sneak attack and skillful infiltrator for the movement speed(especially since movement speed gear stat takes too much investment to even get + 1%). Blade flurry(not duelist's flurry) had a cool mechanic, being able to hit 4 times(5 times if done from stealth) as an aoe before the power even goes on cooldown is pretty sweet but the damage is too low to be worth it.
The best powers I'm my opinion are still the following:
Dazing strike, lashing blade, deft strike, shocking execution, smoke bomb, lurker's assault, duelist's flurry, sneak attack, skillful infiltrator, bloodbath, cloud of steel. In mod 5, these powers were as close to perfect as I think you could get. The only possible exceptions are lurker's assault and duelist's flurry, I'm still unsure whether the mod 5 version or the mod 6 version is better but both are really good.
I wish they would just load mod 5 and get rid of almost all mod 6 stuff. I was ok with the changes to lifesteal and regeneration, liked the idea of traps causing an injury, liked that the two best artifact weapons in the game are free(who wouldn't like free stuff), and liked the new mounts... that's where my endorsement of mod 6 ends and these changes that I liked are not worth all the cons than came with them.
Please lets not generalise like this and start the <font color="orange">HAMSTER</font> slinging. There are good PVE players and there are bad PVE players. There are good PVP players and there are bad PVP players. There are whiney players in both sectors. I got friends in both groups. Being exclusively a PVE player does not make you a worse player then a PVP player, it just means you better at a different aspect of the game. I guarentee you that most PVP players who come into PVE won't be able to do some of the stuff I do, because PVE isn't their area of expertise. By the same token, I will probably get steamrolled by any decent PVP player. However, I could learn PVP just like they could learn PVE...Playing in PVE doesn't mean you have an inferior skillset.