I suspect your class balances were all geared for PvE. The impact to PvP is huge especially in the case of TRs.
Trickster Rogue dps is already so high that we can trade tons of it for health regen so when we break off a losing battle we come back fully healed.
With perma stealth and impossible to catch the fight is always of the TRs choosing.
The class changes did not dent TR burst dps. It is still fantastically high.
The class changes did not seriously dent perma stealth. It is still possible to spend entire matches in stealth completely untargetable. CoS spamming usually softens a target up quite nicely well before you hit 8 charges so that modification doesn't do much for PvP.
Pre patch it was at least occasionally possible to avoid the LA now that is impossible. Whenever this power is up one person on your team (especially CWs DCs and those with low defense even other TRs) dies and there is nothing anyone can do about it.
I have played about 20 PvP matches since the patch and TRs are still continuously on top of the scoreboards with 15+, 20+ and even more kills. They still have the least deaths despite all they accomplish especially now that GWFs are a bit easier to take down. This class does not need a PvP buff.
I have one of each class fully geared (11k+ GS) all with bloodthirsty. I don't want TRs nerfed into the ground. They are fun to play, especially against other perma stealth TRs, but rogues certainly do not need any buffs. They already have every advantage in the game.
They nerfed the damage by a massive amount and give it some utility so that it's not completely useless to put points in... Although with a high gear score lashing blade does do a tonne of damage. I haven't actually pvp'd yet since the patch with or against rogues so can't say for sure, but imo, even if they didn't use it, you'd still be complaining. However if you really feel that way, I'd be happy for them to reverse the changes . Although I don't mainly use my rogue atm.
0
bpskibbenheimsMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 210Bounty Hunter
edited August 2013
Calm down guys, more balance changes will occur in the future. TRs will likely see further nerfs and other classes will get buffs. It will be okay. This is how MMOs tend to evolve. Unfortunately it puts other classes at a disadvantage till the next balance patch.
Calm down guys, more balance changes will occur in the future. TRs will likely see further nerfs and other classes will get buffs. It will be okay. This is how MMOs tend to evolve. Unfortunately it puts other classes at a disadvantage till the next balance patch.
lol... haven't you been playing attention, further balancing simply means buffing the TR's while nerfing everyone else
their idea of balancing is to take the strongest favored class and make them even stronger while taking the weakest and nerfing it all to hell... this is why I completely quit this game
I suspect your class balances were all geared for PvE.
If this were true, DCs would still have a respectable single-target damage-dealing daily that is by design most useful on tough enemies in mobs in PvE.
(spoiler: we don't because it got nerfed to uselessness)
U know why they can't nerf the TR furthermore? It's because nerfing them more would surely make them useless in PvE. LA's bonus damage down to 25% from 60%, cmon only 25%? Ofcourse 25% is very low for a 'DAILY' skill, it would be very logical to add at least one more feature to our DAILY. TR have received too many harsh nerfs starting from day 1 in beta due to PvP, and now that they have been nerf to the ground, I can't believe that there is still someone like u who is still asking for more dps nerf. This class' primary role in a dungeon is to focus/damage the boss, with 25% bonus damage on LA, that wouldn't make a big difference between our normal dmg and +25% dmg. Asking for more dps nerf would obviously make them worthless in PvE. Srsly... why the h*** will u compete with the kills of a TR? The main dps class/Single burst damage class would/should probably get the most kills in PvP. Why? since they lack aoe dmg skills, their single dmg encounter skills should be naturally high(that's a simple logic in any mmorpg), therefore they've the highest chances of getting the last hit. Secondly, in Clash/team fights; TR wouldn't enter the battle vulnerable I mean they would obviously stealth first, since the TR is invincible all enemies will tend to ignore him until they get killed by the TR 1 by 1. Now I believe that's the 2 main reason why they get the most kills. Don't even try ur DC(healer)CW(controller/semi-support)GF(mainly tank) GWF(Semi dpser and tanker) to compete with a TR's kills, who is the full dps class. Remember in PvP it's controlling and capturing the points that rly counts, teamwork is important in this kind of PvP mechanics we have, it's not rly the kills.
But I agree that they didn't succeed to dent the permastealth build, the nerfs they made are quite illogical to damage the permastealth build. Perma build is the last thing they can nerf after that, nerfing the TR class would be unreasonable.
Quick the TR still have something useful nerf it into oblivion! Tr have had so many nerfs it's just silly. TR have slowest AP generation of any class and now all PVP starts with an empty AP meter. Really give the nerf cry's a rest.
I will say however that as any other class I wish they had the old lurkers back at least I could avoid it or bump it off who cares if it could do more damage they almost never got to use it.
1. Their own class got buffed instead of nerfed (due to massive QQ storms on the forums.)
2. Any other class got nerfed, (so the TR can feel godlike for picking on underpowered/gimped classes.)
I can't stand this easy mode, tool of class...
So basically we got our daily nerfed from 60% to 25%, our CoS 4 daggers shorter, our momentum isn't building up when we Space+CoS (which means the TR now have to stand still throwing his 8 daggers to get his momentum build up, which would make him vulnerable to attacks and stun locks), our DF At-Will bleed is resetting every 10 stacks and all our encounters/at-wills benefit less from power stat.
And you are telling me TR got buffed because of the LA utility?
Idiot TR's crying about their 25% dmg daily LOL wish my GWF would have this ultimate and TR my super good slam daily that deals 400 dmg per second for 10 seconds + it cant krit... its not even 50% as good as lurkers.
Quick the TR still have something useful nerf it into oblivion! Tr have had so many nerfs it's just silly. TR have slowest AP generation of any class and now all PVP starts with an empty AP meter. Really give the nerf cry's a rest.
I will say however that as any other class I wish they had the old lurkers back at least I could avoid it or bump it off who cares if it could do more damage they almost never got to use it.
Nerf is a must on LA for it's the main reason why TRs can 1 shot u, but the nerf that they did was a bit harsh.
Nerf is a must on LA for it's the main reason why TRs can 1 shot u, but the nerf that they did was a bit harsh.
Yet the current LA is more powerful than the old in PVP but Garbage in PVE. In pve the new version does squat for damage over ten seconds. In PVP however the new version can not be bumped off before the TR uses it, and the teleport literally gurantees you have next to no chance of dodging the follow up shot. As a TR I love it for PVP and hate it for PVE. When I play any other class cause I play them all, I think man wish I could avoid by moving away from the sound of LA being used, wish I could aoe bump it off him, I would gladly give them back the old LA and it's damage just to have those two options.
PVP balance was better pre balance patch from all class perspectives IMO, They just made way to many changes way to fast to even be able to consider it balancing in any way.
HAMSTER devs give a totally unnecessary utility for PvP for a power that should carry a serious nerf. No use to take a nerf in damage if it can now be applied more easily. This is not a real nerf!!
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
Yet the current LA is more powerful than the old in PVP but Garbage in PVE. In pve the new version does squat for damage over ten seconds. In PVP however the new version can not be bumped off before the TR uses it, and the teleport literally gurantees you have next to no chance of dodging the follow up shot. As a TR I love it for PVP and hate it for PVE. When I play any other class cause I play them all, I think man wish I could avoid by moving away from the sound of LA being used, wish I could aoe bump it off him, I would gladly give them back the old LA and it's damage just to have those two options.
PVP balance was better pre balance patch from all class perspectives IMO, They just made way to many changes way to fast to even be able to consider it balancing in any way.
And that is exactly what I said multiple times pre-patch.
Them trying to balance things now, makes it more unbalanced. pre-patched was the most balanced this game has been.
0
idontwinitskkMember, NW M9 PlaytestPosts: 43Arc User
And that is exactly what I said multiple times pre-patch.
Them trying to balance things now, makes it more unbalanced. pre-patched was the most balanced this game has been.
The only two good nerfs they did was stalwart rework and reducing the deflect % on GWFs.Everything else was just a disaster:
Rogues receiving a ton of stupid nerfs turning them from mediocre to weak instead of simply bumping down LA dmg bonus+ adding an extra second or two on bait and switch and shadow strike to make the already barely practical permastealth build impossible to pull off unless you want it as a point contester with zero damage.
Guardian fighters still being broken overpowered since nothing about their perma prone guaranteed kill rotation was actually changed.
GWFs losing some of their OP stats in deflect but keeping the broken rate at which determination builds therefore spamming Unstoppable way too often and instead nerfing Slam which was...wtf?
Control Wizards still need Ice Knife nerfed and their debuffs buffed and Clerics can still achieve overpowered tankiness with the right build and playstyle or be nearly useless but hey,fix the god **** broken melee classes first.
You asked them to Nerf Rogues cause they critted to much and did to much damage. They Nerfed rogues crit and dps. You didn't specify to not make rogues more mobile....you got to word your requests more carefully.
Yes its no secret it was a PVE nerf so to keep pvp fair they added a few non dps things to the powers they nerfed,
slam is now an interrupt and has a debuff. Clerics get 25%more AP when using sunburt on both enemies and friends.(where the other classes aoe AP generation just got nerfed)
Also the New elves have a 10% CC resistance and 1-2% more AP gen and the stats are geared for TR and CW...
Slips her loamweave into her armor and her founders enchantment into her wepon. hehehe....the rules have changed bub
But seriously its obvious they wanted to lower dps in general for pve probably so that they can reduce adds(hope hope) but this was making all the pvpers cry so they gave the pvpers some utilities to make up for the lost dps.
you can still combat rogues by knowing their capabilities and tactics and weaknesses. right now all classes will be a bit of a shamble due to nerfs so ...you have time to figure a new plan....pretend its a challenge or something.
Throwing while jumping, was a bug and you were never supposed to gain "momentum" by abusing a bug.
- it got fixed.
Bleeds stacking into infinity without ever refreshing was a bug.
- it got fixed.
Next up would be:
- to fix, dodging while jumping.
Don't abuse bugs btw, it makes you look like a real n___. Play the class the way the game is designed or don't play, at all. Let's be honest, crying about bugs getting fixed is kind of idiotic.
Best of luck.
For one, i'm not crying, i was simply replying to your idiotic post claiming that TR got over powered when cryptic "buffed" it by adding utility to its LA Daily. So i listed the list of nerfs/fixes ( whatever you call them really) to show you that it got "adjusted/nerfed" and that the LA utility is not really a buff when the daily goes from 60% down to 25% .
You have even admitted in your post i just quoted that it got fixed by adding those changes, entirely opposing what you said before about it getting buffed. So i dont know how can you say it got fixed and buffed at the same time, if the out put damage of the class is nerfed way than before.
Bleeds stacking into infinity without ever refreshing was a bug.
- it got fixed.
Next up would be:
- to fix, dodging while jumping
I'll give ya bunny hopping was silly never needed that tactic, so I did not include it.
Bleeds did not stack to infinity, The way bleeds worked at one time allowed for skill, versus the current Ron Popeal set and forget garbage you cannot manage at all. See you would get to 9 stacks 10th being the bleed stack, you would do a rotation to increase the chance that last stack would crit, if you got a good crit bleed going you would then slip into a rotation to just maintain it without it dropping off (easier said than done), if you got a bad non crit bleed you would let it fall away, and try again to set a good bleed. Now it doesn't matter what you do... bleed dmg has been nerfed to stupid, and you cannot maintain any bleed good or not cause it will constantly reset. The change just removed dps fluctuation from skill ie. they made it easier for scrubs to keep up with pros. dumb, dumb, dumb, less skill required to excel is better right? LAWL
As for dodging mid jump I do assume you mean for all the classes that have dodge like abilities... CW DC TR (GWF can jump and sprint) oh and GF jumping with into the fray that will have to go also. (sarcasm it's not broken for any class why change it?)
Oh failed to mention Bleeds from Duelist flurry have almost 0 impact in the fast past environment of pvp, even if you are using DF in pvp stacking bleed will never cross your mind since standing around to get 10 stacks with a good crit bleed will get you killed almost 100% of the time. Setting a good crit bleed was 100% for PVE boss fights. I'm not saying DF could not be used effectively in pvp just that it's situational and had little to do with the bleed mechanics anyway, unless you were fighting a complete and utter moron.
0
rragleMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited August 2013
And now I have a machine gun
Ho
Ho
Ho
You got my TR nerfed not me, that's why I still one shot you QQer's!
It tastes even better now than it ever did before.
Clerics get 25%more AP when using sunburt on both enemies and friends.(where the other classes aoe AP generation just got nerfed)
I wish. DCs get less AP generation when using Sunburst now. As if it matters, now that our single-target damage-dealing daily has been nerfed so hard that it deals less damage than some of our AoE encounter powers and probably less damage than nearly every encounter power that other classes have. The class hit hardest by all this "balancing" is the DC.
I suspect your class balances were all geared for PvE. The impact to PvP is huge especially in the case of TRs.
The class changes did not seriously dent perma stealth. It is still possible to spend entire matches in stealth completely untargetable. CoS spamming usually softens a target up quite nicely well before you hit 8 charges so that modification doesn't do much for PvP.
.
actually , people with SKILLS or (aware of his/her surroundings) can kill rogues while they're in stealth .
i am gwf, and i think trs are fine. i think game is pretty balanced to be honest...
Dovahkiin Gannicus, GWF Sentinel- Enemy Team Guild
Gannicus Destroyer, GWF Destroyer retired
Kate Beckinsale NB DC, Link NB GF
"There is only one way to be a champion..., Never ...ing lose"
I just came out of a PVP round and the PVP in this game is still totally HAMSTER.... as in NOBODY puts any serious effort at Cryptic at PVP balance.
How in the hell is it still possible to one shot from stealth? And do Impact shot for over 50% of my HP from STEALTH?? Hello? Is someone even looking at this? 13k+ Impact shot from stealth at a safe range? Then 3 Impact shots more where there is a great chance the opponent can't do anything to counter it due to stun? AND then immune so it's impossible to do anything against the TR? Are you kidding me?? Is this for real?
It is frick'n clear that Cryptic has very low prio on PVP.
1. No new instances for PVP.
2. No new rewards.
3. Still broken classes.
4. Months between the so called "balancing" releases. Which sucks btw unless you are a TR!
Do you as a TR feel that your class suck? Do you feel you are getting owned? If you have ancient weapons or similar and some enchants? Then you most likely suck at PVP. It is frick’n easy mode with stealth, Impact shot and immunity!! Look at some video of some end game rogue and do the same. It doesn’t matter if this is your first game and you are 7 years old and are facing skilled players. Anyone can own!
The time to play the game from all aspects is long due, Cryptic!
Srsly... why the h*** will u compete with the kills of a TR? The main dps class/Single burst damage class would/should probably get the most kills in PvP. Why? since they lack aoe dmg skills, their single dmg encounter skills should be naturally high(that's a simple logic in any mmorpg), therefore they've the highest chances of getting the last hit.
Why the heck not? Regardless of what class you play, you still have the same achievements in your Journal.
A simple logic (demanded by many players) in any mmorpg is that skill should matter, too, regardless of what class you've chosen. Another simple logic of any mmorpg, or any game in general, is that variety comes at a price. In FPS games, you have a shotgun that deals tons of damage in close combat, but is useless at long range, vice versa for a sniper rifle and middle ground for assault rifles.
In other words, if a TR is 100% damage oriented, it leaves 0% for survivability. If they are first to score a kill, they should also be the first ones to die in a fight.
Also, if another class, say X, is 75% damage oriented, it leaves 25% for survivability. So if a TR encounters class X in a 1 on 1 combat, the TR should deal 75% of his damage potential, matching class X's damage output, leaving the outcome of the battle NOT rely on TRs having skills that one-shot people, but on a player's skill and knowledge instead.
Better rogues have 2k+ in deflect and defense. Besides that they become immune to everything every 15th second. 2 ninja rolls with quite good distance. Worst case they can also use a port skill to for instance teleport away from many opponents to a distance opponent as an escape. They also have a very high movement speed. At last, they can enter stealth whenever they need to.
CW’s have a negligee and can make 3 medium distance ports. Oh, and a shield that is semi-worthless at end game PVP. Where is the immune skill?
The only two good nerfs they did was stalwart rework and reducing the deflect % on GWFs.Everything else was just a disaster:
The stalwart rework is just a complete fail. LA and Slam got their dps effectiveness reduced by ~ 50%. Stalwart got its effectiveness reduced by 99,99999950%. They didnt even try to balance it but rather removed the bonus entirely.
The stalwart rework is just a complete fail. LA and Slam got their dps effectiveness reduced by ~ 50%. Stalwart got its effectiveness reduced by 99,99999950%. They didnt even try to balance it but rather removed the bonus entirely.
I agree. It's really bad handled since it means that the GF need to pay up quite a lot to replace the gear.
The correct thing to do is to at least give away free tokens to remove enchants from those who have Stalwart gear since it's a major nerf. Or not nerf that hard.
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lucifer3205Member, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2013
lol HAMSTER if you cant beat a TR then you suck in general lol i have no problem with my cleric killing them in seconds
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lucifer3205Member, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2013
and another thing a rogue is an assassin theyre made for damage since they cant defend themselves with anything unlike you CW's who have 3 teleports and another thing is i played every class and still can dominate any rogue at lvl 60 with gwf gf rogue ofc my cleric can one shot them cw even could if you can't beat them clearly they're playing their class right and your simply not
Comments
lol... haven't you been playing attention, further balancing simply means buffing the TR's while nerfing everyone else
their idea of balancing is to take the strongest favored class and make them even stronger while taking the weakest and nerfing it all to hell... this is why I completely quit this game
If this were true, DCs would still have a respectable single-target damage-dealing daily that is by design most useful on tough enemies in mobs in PvE.
(spoiler: we don't because it got nerfed to uselessness)
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
But I agree that they didn't succeed to dent the permastealth build, the nerfs they made are quite illogical to damage the permastealth build. Perma build is the last thing they can nerf after that, nerfing the TR class would be unreasonable.
PS: I don't think u have a TR
I will say however that as any other class I wish they had the old lurkers back at least I could avoid it or bump it off who cares if it could do more damage they almost never got to use it.
So basically we got our daily nerfed from 60% to 25%, our CoS 4 daggers shorter, our momentum isn't building up when we Space+CoS (which means the TR now have to stand still throwing his 8 daggers to get his momentum build up, which would make him vulnerable to attacks and stun locks), our DF At-Will bleed is resetting every 10 stacks and all our encounters/at-wills benefit less from power stat.
And you are telling me TR got buffed because of the LA utility?
Your logic is flawless...
Nerf is a must on LA for it's the main reason why TRs can 1 shot u, but the nerf that they did was a bit harsh.
Yet the current LA is more powerful than the old in PVP but Garbage in PVE. In pve the new version does squat for damage over ten seconds. In PVP however the new version can not be bumped off before the TR uses it, and the teleport literally gurantees you have next to no chance of dodging the follow up shot. As a TR I love it for PVP and hate it for PVE. When I play any other class cause I play them all, I think man wish I could avoid by moving away from the sound of LA being used, wish I could aoe bump it off him, I would gladly give them back the old LA and it's damage just to have those two options.
PVP balance was better pre balance patch from all class perspectives IMO, They just made way to many changes way to fast to even be able to consider it balancing in any way.
And that is exactly what I said multiple times pre-patch.
Them trying to balance things now, makes it more unbalanced. pre-patched was the most balanced this game has been.
The only two good nerfs they did was stalwart rework and reducing the deflect % on GWFs.Everything else was just a disaster:
Rogues receiving a ton of stupid nerfs turning them from mediocre to weak instead of simply bumping down LA dmg bonus+ adding an extra second or two on bait and switch and shadow strike to make the already barely practical permastealth build impossible to pull off unless you want it as a point contester with zero damage.
Guardian fighters still being broken overpowered since nothing about their perma prone guaranteed kill rotation was actually changed.
GWFs losing some of their OP stats in deflect but keeping the broken rate at which determination builds therefore spamming Unstoppable way too often and instead nerfing Slam which was...wtf?
Control Wizards still need Ice Knife nerfed and their debuffs buffed and Clerics can still achieve overpowered tankiness with the right build and playstyle or be nearly useless but hey,fix the god **** broken melee classes first.
Yes its no secret it was a PVE nerf so to keep pvp fair they added a few non dps things to the powers they nerfed,
slam is now an interrupt and has a debuff. Clerics get 25%more AP when using sunburt on both enemies and friends.(where the other classes aoe AP generation just got nerfed)
Also the New elves have a 10% CC resistance and 1-2% more AP gen and the stats are geared for TR and CW...
Slips her loamweave into her armor and her founders enchantment into her wepon. hehehe....the rules have changed bub
But seriously its obvious they wanted to lower dps in general for pve probably so that they can reduce adds(hope hope) but this was making all the pvpers cry so they gave the pvpers some utilities to make up for the lost dps.
you can still combat rogues by knowing their capabilities and tactics and weaknesses. right now all classes will be a bit of a shamble due to nerfs so ...you have time to figure a new plan....pretend its a challenge or something.
You have even admitted in your post i just quoted that it got fixed by adding those changes, entirely opposing what you said before about it getting buffed. So i dont know how can you say it got fixed and buffed at the same time, if the out put damage of the class is nerfed way than before.
I'll give ya bunny hopping was silly never needed that tactic, so I did not include it.
Bleeds did not stack to infinity, The way bleeds worked at one time allowed for skill, versus the current Ron Popeal set and forget garbage you cannot manage at all. See you would get to 9 stacks 10th being the bleed stack, you would do a rotation to increase the chance that last stack would crit, if you got a good crit bleed going you would then slip into a rotation to just maintain it without it dropping off (easier said than done), if you got a bad non crit bleed you would let it fall away, and try again to set a good bleed. Now it doesn't matter what you do... bleed dmg has been nerfed to stupid, and you cannot maintain any bleed good or not cause it will constantly reset. The change just removed dps fluctuation from skill ie. they made it easier for scrubs to keep up with pros. dumb, dumb, dumb, less skill required to excel is better right? LAWL
As for dodging mid jump I do assume you mean for all the classes that have dodge like abilities... CW DC TR (GWF can jump and sprint) oh and GF jumping with into the fray that will have to go also. (sarcasm it's not broken for any class why change it?)
Oh failed to mention Bleeds from Duelist flurry have almost 0 impact in the fast past environment of pvp, even if you are using DF in pvp stacking bleed will never cross your mind since standing around to get 10 stacks with a good crit bleed will get you killed almost 100% of the time. Setting a good crit bleed was 100% for PVE boss fights. I'm not saying DF could not be used effectively in pvp just that it's situational and had little to do with the bleed mechanics anyway, unless you were fighting a complete and utter moron.
Ho
Ho
Ho
You got my TR nerfed not me, that's why I still one shot you QQer's!
It tastes even better now than it ever did before.
Well give this guy a star. He knows how to use Lashing Blade (with a Vorpal probally). I vote this guy for the best player ever seen on NW.
I wish. DCs get less AP generation when using Sunburst now. As if it matters, now that our single-target damage-dealing daily has been nerfed so hard that it deals less damage than some of our AoE encounter powers and probably less damage than nearly every encounter power that other classes have. The class hit hardest by all this "balancing" is the DC.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
actually , people with SKILLS or (aware of his/her surroundings) can kill rogues while they're in stealth .
Gannicus Destroyer, GWF Destroyer retired
Kate Beckinsale NB DC, Link NB GF
"There is only one way to be a champion..., Never ...ing lose"
How in the hell is it still possible to one shot from stealth? And do Impact shot for over 50% of my HP from STEALTH?? Hello? Is someone even looking at this? 13k+ Impact shot from stealth at a safe range? Then 3 Impact shots more where there is a great chance the opponent can't do anything to counter it due to stun? AND then immune so it's impossible to do anything against the TR? Are you kidding me?? Is this for real?
It is frick'n clear that Cryptic has very low prio on PVP.
1. No new instances for PVP.
2. No new rewards.
3. Still broken classes.
4. Months between the so called "balancing" releases. Which sucks btw unless you are a TR!
Do you as a TR feel that your class suck? Do you feel you are getting owned? If you have ancient weapons or similar and some enchants? Then you most likely suck at PVP. It is frick’n easy mode with stealth, Impact shot and immunity!! Look at some video of some end game rogue and do the same. It doesn’t matter if this is your first game and you are 7 years old and are facing skilled players. Anyone can own!
The time to play the game from all aspects is long due, Cryptic!
A simple logic (demanded by many players) in any mmorpg is that skill should matter, too, regardless of what class you've chosen. Another simple logic of any mmorpg, or any game in general, is that variety comes at a price. In FPS games, you have a shotgun that deals tons of damage in close combat, but is useless at long range, vice versa for a sniper rifle and middle ground for assault rifles.
In other words, if a TR is 100% damage oriented, it leaves 0% for survivability. If they are first to score a kill, they should also be the first ones to die in a fight.
Also, if another class, say X, is 75% damage oriented, it leaves 25% for survivability. So if a TR encounters class X in a 1 on 1 combat, the TR should deal 75% of his damage potential, matching class X's damage output, leaving the outcome of the battle NOT rely on TRs having skills that one-shot people, but on a player's skill and knowledge instead.
CW’s have a negligee and can make 3 medium distance ports. Oh, and a shield that is semi-worthless at end game PVP. Where is the immune skill?
The stalwart rework is just a complete fail. LA and Slam got their dps effectiveness reduced by ~ 50%. Stalwart got its effectiveness reduced by 99,99999950%. They didnt even try to balance it but rather removed the bonus entirely.
The correct thing to do is to at least give away free tokens to remove enchants from those who have Stalwart gear since it's a major nerf. Or not nerf that hard.