until they give us that mod 6 bs where a TR reveals themselves shortly when attacking from stealth (which i have my doubts about being able to root them even if i hit them there) or lessen the invincibility frames from the dodge roll or make stealth more vulnerable to CC, it's certainly not a fair fight.
i never wanted to jump on the bandwagon criticizing TRs but their stealth and dodge roll needs to be changed to be fair. i don't care about the damage or CC nearly as much as their defensive capabilities that they barely have to sacrifice anything for.
Mod 6 is going to be great.
But not how people are thinking. Everyone becomes very balanced with the new changes to all class's. They decreased a bit of stealth from the TR and changed ITC, but they also gave TR's a lot more burst.
Here are a few key changes.
•Master Infiltrator: Impossible to Catch: Stealth: This power no longer makes you immune to all damage but now also increases your damage resistance by 50% - This was a good change, as ITC was a crutch. I would hardly call it a nerf however, when put in a good rotation and used properly by a skilled TR its still going to be excellent. It will give people a chance to at least damage them some and possibly stop the TR hate crying threads because of this Utility Encounter
•Stealth: Using At Wills while Stealthed now drains 15% of your Stealth Meter per attack Also a good change. You know those bad TR's that whittle you down with CoS and do nothing else? You'll get to see them now, because most TR's are not well played and smash buttons. Good TR's with proper rotations are still going to be in stealth constantly..this wont change.
•Whisperknife: Disheartening Strike: Now lasts 15 seconds (up from 7.5).
•Whisperknife: Disheartening Strike: Damage reduced by roughly 10%.
•Whisperknife: Vengeance's Pursuit: Now correctly breaks CC on the teleport.
•Whisperknife: Vengeance's Pursuit: Initial damage increased by roughly 20%.
•Whisperknife: Vengeance's Pursuit: Follow up damage increased by 50%. They decreased DS by 10%, but increased the up time by 50%. DS is going to last longer, and do more damage over-all now. Fixing the CC mechanic on VP is excellent and needed, and they increased the dmg. When I used WK/Scoundrel VP was very bursty for me, now its twice as good. Great change for the WK Paragon.
Trickster Rogue: Dodge: Rogues now roll 50% farther when dodging in combat and their dodge cost has been reduced to 30% of their stamina (down from 50%).This is huge, and I cant wait for it. Decreasing stealth up-time is a great change, but with the right build now with the increase in Dodge Roll Perma Stealth TR's are going to be even more Perma.
There's a multitude of changes coming for TR's. Forum trolls reading it are certainly crying as most of the FoTM cheap builds(SoD Glitch Exec/ Scoundrel -Daze build)are going to get crapped on. What they did is increase the skill lvl of play with the TR dramatically. I would say roughly 90% of TR's on xbox do not fully understand the build they are playing, as they got it from someone else. They know that SoD kills stuff with a Plaguefire, and Skullcracker is easy to daze everyone by just throwing knives and button mashing.
Lvl 70 PvP gear and Trans Artifacts change everything in Mod 6. The Burning PvP set 4/4 adds 49,669 health for TR. I assume its the same for every class but haven't looked. The amount of CC resistance in Mod 6 is out of this world nasty. If you have been looking for the lvl 70 gear and haven't found it(I had a hard time locating)here is a link. Its pretty awesome. You just pick a class, and input the armor of your choosing. Its basically like the Talent Calculator but instead it shows all gear and stats. http://www.nwo-uncensored.com/mod6max.php
I'm very, very excited for Mod 6 for my little TR. The one gripe that I do have however is the amount of CC resistance everyone is going to have. They decreased CC abilities/encounters, and with the amount of Tenacity a lvl 70 PvP'r is going to have, CC is going to last like .5 seconds on geared players...and that is even a stretch. What they SHOULD have done..like we have been asking for over 2 years. Is introduce Diminishing Returns on CC.
For those that do not understand how Diminishing Returns work - Basically once you hit someone with a Crowd Control effect, it starts an "internal" timer. We'll use a CW's Choke as an example.(all random numbers for basis of explanation)
CW #1 uses Choke on Alysin Chains(timer started) - Choke Lasts 4 seconds on full duration
- Immediately CW #2 also uses Choke on Alysin Chains(timer still going) - Choke lasts 1.5 Seconds on full duration
- CW #1 again uses Choke on Alysin Chains(timer still going) - Choke lasts 0 seconds on full duration, Alysin Chains is IMMUNE to ALL further Crowd Control effects for 6 seconds.
If you still aren't sure what I'm talking about - DR on CC brings a huge level of skill into game-play. You cant just button mash and spam all your encounters on one single person, because each time you do, they do less and less each time, eventually making your opponent Immune to all further CC mechanics for a specified duration.
In the normal realm of PvP things will be relatively the same as they are now. Once people start getting all this gear the 1000-0 matches are going to be rampant, and the premade matches are going to be 30 minutes to 1 hour + because of the survivability everyone will have.
I am still very excited, but the forums in Xbox are going to be flooded even more than they are now about certain class's being unkillable and OP.
Try Black Ice Domination in Icewind Dale. It counts as a Domination win.
Every time I see a PC player post on the Xbox forums like they know anything I want to murder kittens.
If any kittens get murdered, it's your fault.
For the millionth time yes, we have module 4... BUT NONE OF THE PREVIOUS OR FOLLOWING CONTENT, MEANING PC PLAYERS DON'T KNOW JACK ABOUT NEVERWINTER ON XBOX. Stop with the misinformation. Please stay on the PC forums.
But not how people are thinking. Everyone becomes very balanced with the new changes to all class's. They decreased a bit of stealth from the TR and changed ITC, but they also gave TR's a lot more burst.
Here are a few key changes.
•Master Infiltrator: Impossible to Catch: Stealth: This power no longer makes you immune to all damage but now also increases your damage resistance by 50% - This was a good change, as ITC was a crutch. I would hardly call it a nerf however, when put in a good rotation and used properly by a skilled TR its still going to be excellent. It will give people a chance to at least damage them some and possibly stop the TR hate crying threads because of this Utility Encounter
•Stealth: Using At Wills while Stealthed now drains 15% of your Stealth Meter per attack Also a good change. You know those bad TR's that whittle you down with CoS and do nothing else? You'll get to see them now, because most TR's are not well played and smash buttons. Good TR's with proper rotations are still going to be in stealth constantly..this wont change.
•Whisperknife: Disheartening Strike: Now lasts 15 seconds (up from 7.5).
•Whisperknife: Disheartening Strike: Damage reduced by roughly 10%.
•Whisperknife: Vengeance's Pursuit: Now correctly breaks CC on the teleport.
•Whisperknife: Vengeance's Pursuit: Initial damage increased by roughly 20%.
•Whisperknife: Vengeance's Pursuit: Follow up damage increased by 50%. They decreased DS by 10%, but increased the up time by 50%. DS is going to last longer, and do more damage over-all now. Fixing the CC mechanic on VP is excellent and needed, and they increased the dmg. When I used WK/Scoundrel VP was very bursty for me, now its twice as good. Great change for the WK Paragon.
Trickster Rogue: Dodge: Rogues now roll 50% farther when dodging in combat and their dodge cost has been reduced to 30% of their stamina (down from 50%).This is huge, and I cant wait for it. Decreasing stealth up-time is a great change, but with the right build now with the increase in Dodge Roll Perma Stealth TR's are going to be even more Perma.
There's a multitude of changes coming for TR's. Forum trolls reading it are certainly crying as most of the FoTM cheap builds(SoD Glitch Exec/ Scoundrel -Daze build)are going to get crapped on. What they did is increase the skill lvl of play with the TR dramatically. I would say roughly 90% of TR's on xbox do not fully understand the build they are playing, as they got it from someone else. They know that SoD kills stuff with a Plaguefire, and Skullcracker is easy to daze everyone by just throwing knives and button mashing.
Lvl 70 PvP gear and Trans Artifacts change everything in Mod 6. The Burning PvP set 4/4 adds 49,669 health for TR. I assume its the same for every class but haven't looked. The amount of CC resistance in Mod 6 is out of this world nasty. If you have been looking for the lvl 70 gear and haven't found it(I had a hard time locating)here is a link. Its pretty awesome. You just pick a class, and input the armor of your choosing. Its basically like the Talent Calculator but instead it shows all gear and stats. http://www.nwo-uncensored.com/mod6max.php
I'm very, very excited for Mod 6 for my little TR. The one gripe that I do have however is the amount of CC resistance everyone is going to have. They decreased CC abilities/encounters, and with the amount of Tenacity a lvl 70 PvP'r is going to have, CC is going to last like .5 seconds on geared players...and that is even a stretch. What they SHOULD have done..like we have been asking for over 2 years. Is introduce Diminishing Returns on CC.
For those that do not understand how Diminishing Returns work - Basically once you hit someone with a Crowd Control effect, it starts an "internal" timer. We'll use a CW's Choke as an example.(all random numbers for basis of explanation)
CW #1 uses Choke on Alysin Chains(timer started) - Choke Lasts 4 seconds on full duration
- Immediately CW #2 also uses Choke on Alysin Chains(timer still going) - Choke lasts 1.5 Seconds on full duration
- CW #1 again uses Choke on Alysin Chains(timer still going) - Choke lasts 0 seconds on full duration, Alysin Chains is IMMUNE to ALL further Crowd Control effects for 6 seconds.
If you still aren't sure what I'm talking about - DR on CC brings a huge level of skill into game-play. You cant just button mash and spam all your encounters on one single person, because each time you do, they do less and less each time, eventually making your opponent Immune to all further CC mechanics for a specified duration.
In the normal realm of PvP things will be relatively the same as they are now. Once people start getting all this gear the 1000-0 matches are going to be rampant, and the premade matches are going to be 30 minutes to 1 hour + because of the survivability everyone will have.
I am still very excited, but the forums in Xbox are going to be flooded even more than they are now about certain class's being unkillable and OP.
looks balanced to me. ItC should not be better than Unstoppable never lol.
Trollish rhetoric that does absolutely nothing to add clarity to the issue. Maybe it helps you feel a little bit better about yourself to imagine me in that way, but you are dead wrong.
I'm going to make another thread dedicated to RESPONSIBLE discussions for balancing PvP, and going forward just link to it instead of responding in detail to posts like yours. At the end of the day, it is idiotic to expect people to take you seriously if your position is:
I don't PvP
I don't like PvP
I don't understand PvP
I can't be bothered to actually grind PvP gear
BUT I DEMAND that people respect my whiny opinions about how PvP must be changed
And soon you'll have nobody to PvP with but the same 8 or 9 people.
Be kind, rewind.
People who are frustrated come to vent, help by offering tips and a helping hand. Disarm the frustration.
Comments
Mod 6 is going to be great.
But not how people are thinking. Everyone becomes very balanced with the new changes to all class's. They decreased a bit of stealth from the TR and changed ITC, but they also gave TR's a lot more burst.
Here are a few key changes.
•Master Infiltrator: Impossible to Catch: Stealth: This power no longer makes you immune to all damage but now also increases your damage resistance by 50% - This was a good change, as ITC was a crutch. I would hardly call it a nerf however, when put in a good rotation and used properly by a skilled TR its still going to be excellent. It will give people a chance to at least damage them some and possibly stop the TR hate crying threads because of this Utility Encounter
•Stealth: Using At Wills while Stealthed now drains 15% of your Stealth Meter per attack Also a good change. You know those bad TR's that whittle you down with CoS and do nothing else? You'll get to see them now, because most TR's are not well played and smash buttons. Good TR's with proper rotations are still going to be in stealth constantly..this wont change.
•Whisperknife: Disheartening Strike: Now lasts 15 seconds (up from 7.5).
•Whisperknife: Disheartening Strike: Damage reduced by roughly 10%.
•Whisperknife: Vengeance's Pursuit: Now correctly breaks CC on the teleport.
•Whisperknife: Vengeance's Pursuit: Initial damage increased by roughly 20%.
•Whisperknife: Vengeance's Pursuit: Follow up damage increased by 50%. They decreased DS by 10%, but increased the up time by 50%. DS is going to last longer, and do more damage over-all now. Fixing the CC mechanic on VP is excellent and needed, and they increased the dmg. When I used WK/Scoundrel VP was very bursty for me, now its twice as good. Great change for the WK Paragon.
Trickster Rogue: Dodge: Rogues now roll 50% farther when dodging in combat and their dodge cost has been reduced to 30% of their stamina (down from 50%).This is huge, and I cant wait for it. Decreasing stealth up-time is a great change, but with the right build now with the increase in Dodge Roll Perma Stealth TR's are going to be even more Perma.
There's a multitude of changes coming for TR's. Forum trolls reading it are certainly crying as most of the FoTM cheap builds(SoD Glitch Exec/ Scoundrel -Daze build)are going to get crapped on. What they did is increase the skill lvl of play with the TR dramatically. I would say roughly 90% of TR's on xbox do not fully understand the build they are playing, as they got it from someone else. They know that SoD kills stuff with a Plaguefire, and Skullcracker is easy to daze everyone by just throwing knives and button mashing.
Click here to see all the changes to TR's in Mod 6 http://nw-forum.perfectworld.com/showthread.php?773401-Official-Feedback-Thread-Trickster-Rogue-Changes
Lvl 70 PvP gear and Trans Artifacts change everything in Mod 6. The Burning PvP set 4/4 adds 49,669 health for TR. I assume its the same for every class but haven't looked. The amount of CC resistance in Mod 6 is out of this world nasty. If you have been looking for the lvl 70 gear and haven't found it(I had a hard time locating)here is a link. Its pretty awesome. You just pick a class, and input the armor of your choosing. Its basically like the Talent Calculator but instead it shows all gear and stats. http://www.nwo-uncensored.com/mod6max.php
I'm very, very excited for Mod 6 for my little TR. The one gripe that I do have however is the amount of CC resistance everyone is going to have. They decreased CC abilities/encounters, and with the amount of Tenacity a lvl 70 PvP'r is going to have, CC is going to last like .5 seconds on geared players...and that is even a stretch. What they SHOULD have done..like we have been asking for over 2 years. Is introduce Diminishing Returns on CC.
For those that do not understand how Diminishing Returns work - Basically once you hit someone with a Crowd Control effect, it starts an "internal" timer. We'll use a CW's Choke as an example.(all random numbers for basis of explanation)
CW #1 uses Choke on Alysin Chains(timer started) - Choke Lasts 4 seconds on full duration
- Immediately CW #2 also uses Choke on Alysin Chains(timer still going) - Choke lasts 1.5 Seconds on full duration
- CW #1 again uses Choke on Alysin Chains(timer still going) - Choke lasts 0 seconds on full duration, Alysin Chains is IMMUNE to ALL further Crowd Control effects for 6 seconds.
If you still aren't sure what I'm talking about - DR on CC brings a huge level of skill into game-play. You cant just button mash and spam all your encounters on one single person, because each time you do, they do less and less each time, eventually making your opponent Immune to all further CC mechanics for a specified duration.
In the normal realm of PvP things will be relatively the same as they are now. Once people start getting all this gear the 1000-0 matches are going to be rampant, and the premade matches are going to be 30 minutes to 1 hour + because of the survivability everyone will have.
I am still very excited, but the forums in Xbox are going to be flooded even more than they are now about certain class's being unkillable and OP.
Every time I see a PC player post on the Xbox forums like they know anything I want to murder kittens.
If any kittens get murdered, it's your fault.
For the millionth time yes, we have module 4... BUT NONE OF THE PREVIOUS OR FOLLOWING CONTENT, MEANING PC PLAYERS DON'T KNOW JACK ABOUT NEVERWINTER ON XBOX. Stop with the misinformation. Please stay on the PC forums.
FeelTheBern
If any kittens get murdered, it's your fault.
Please stay on the PC forums.
FeelTheBern
All that information is most definitely relevant to this entire thread.
I don't play on PC, I play on Xbox random guy that no one knows.
Cheers!
right on!!! but hey at least you have terrible graphics and performance issues right?pppssst switch to pc.jk
DENIAL
And soon you'll have nobody to PvP with but the same 8 or 9 people.
Be kind, rewind.
People who are frustrated come to vent, help by offering tips and a helping hand. Disarm the frustration.