Hello
Already I had wrote many threads about TR's daily power [Shocking execution] where I argued position that it's basic damage should be reduced or action points generation should be nerfed to make it not so easy to use. But here I would like to view at this problem from other side and add some another arguments.
1) The first problem that I would like to discuss are "one-hits" and ability of well equipped TRs to easily deal about 180k or even more than 200k+ of unresistable damage. It isn't a combo and there are no stacks you just came to your target (it would be better if it would be under control of your ally) and just press 1 or 2. It is "free kill" and it doesn't metter how tanky your target is.
2) The second point that I see is how often TR can use [Shocking execution] with help of artifact [Sigil of the devoted] and with other mechanics. But I think that it isn't the problem with change that I would like to suggest in this thread.
3) Most part of TR's play in only one build focused on this daily power while other daily powers and mechanics are ignored.
So, in this thread I would like to approach these problems from the other side and to make an analogy with GF's skill [Anvil of doom].
I think most of us remember situation with this GF's skill before it's nerf when not so tanky characters had no chances to counter GF's combo of skills: ITF+BC+AoD. And as we know effect of [Anvil of doom] had been reworked from "burst" damage to damage over time when GF's target is at low health. And now Gf's target has a bit more time to react to GF's damage.
With [Shocking execution] situation is the same. And I would like to ask to rework part of damage of [Shocking execution] to damage over the time. I think that about 60-70% of it's damage should be done instantly and the other part should be done for the next 2-3 seconds. There is need to say that damage still will ignore all defence.
So, let's understand how this change will affect this daily skill.
1) If TR's target isn't so tanky it still will be defeated becauase damage still will be very high and not tanky target has no abilityes to protect itself from damage over time.
2) If TR's target is tank then damage still will be very very dangerous but there will be a chance for tank to do something.
3) Also this change will give to TR one new ability associated with damage over time effect. I mean after this change if your target block or dodge [Shocking execution] then your target will not be able to counterattack you immediately. Because if for example tank turn off his shield he will get a lot of piercing damage from damage over time effect. And you will be able to deal more pressure on your target.
4) And I hope that change like this can make other play styles for TR more actual. TR is very interesting class and it is very regrettable that a lot of it's mechanics are dead.
So, you see that in this thread I'm not asking only about nerf of [Shocking execution] because also I wrote Idea about new mechanic that will be useful for TR. So, I hope everyone will be happy
Thank you for your attention and sorry for my english
Comments
We have gone over this argument many times now.
Trickster Rogue is supposed to have this ability to do huge burst damage.
Changing it to damage over time will not be good at all.
Why?
DC and other classes that rapidly heal will never die from a TR .. ever.
Stop with the ideas to change our skills or basic D&D character types in game.
Accept this is how the game is and work as a team to overcome your enemies.
Good luck..
For example on one of my less geared alts (GF of 2.6 item level in warborn/prestige armor) I was able to fight 1x1 on a node with a 3.6 TR and I block all of his SE. He was winning of course by slowly draining my HP but there were no one shots and eventually my party member arrived and we won the node. If that was a 3.6 GF against me instead of the rogue Id be a goner way before any of my party would even think about coming to help me. So in essence one of the tanks is a way more efficient killer than the assassin. That is why people are on edge when someone mentions SE and starts developing these ideas about adjusting it.
With the runic weapon damage, I suspect someone managed to pick up some old builds, and rework/tweak them in to something that works very well. That being said, I've taken hits by TR's that are far higher than the absolute max HP's available, even with Psion's/Brigandine armor, and tbh, it's kind of stupid.
Yes, the one shots/rotations are a problem, but Cryptic seem to enjoy how boring pug PvP is anyway, so who are we to deny them that?
I suggest you just give up.
They will do with PvP like they did with foundry. Ignore it until people give up and stop playing it, so they can finally stop spending resources on it.