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Tr Hot Fix for perma stealth .

shivonomineshivonomine Member Posts: 163 Arc User
edited June 2014 in PvE Discussion
There are 2 beast solutions to solve this issue . Removing INT effects or massively nerf them for Fighter classes or slightly nerf TC Passive from 90 % of the last feat to 60-65 % .Instead of nerfing stealth itself and refill encounters which will cripple MI path and completely kill WK path.
Post edited by shivonomine on

Comments

  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited June 2014
    How about merely reducing their ranged damage while in stealth or increased depletion of meter from attacks from stealth
  • shivonomineshivonomine Member Posts: 163 Arc User
    edited June 2014
    How about merely reducing their ranged damage while in stealth or increased depletion of meter from attacks from stealth

    Depletion already happens with EVERY single dps encounter . lol . Have you ever played a tr ? . There are only 2 skills that don't deplete stealth and those are the refilling ones . If you make at wills to deplete it too you will kill the WK path and cripple the MI.
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  • szaoszao Member Posts: 22 Arc User
    edited June 2014
    If u cant fight against a tr u realy r a newb player. Every class can easily handle a same geared tr.
    My main is a (not perma, a wk) TR, and im pretty new here, but ity a pain in the *** when im in stealth, but who cares ? every1 attack me.
    Tho a bit tricky, but not that hard.

    Nerf for fighter class is another idiot idea ... low deff, avarage deflect and hp, and the WK path is for throwing (weak) knifes
  • ralexinorralexinor Member, NW M9 Playtest Posts: 576 Arc User
    edited June 2014
    Bad idea unless you give TRs a buff to compensate.

    A non-perma TR is a free kill for every other class. If you're going to remove permastealth, TR damage needs to be buffed in order for them not to be as useless as they are in pve.
  • shivonomineshivonomine Member Posts: 163 Arc User
    edited June 2014
    ralexinor wrote: »
    Bad idea unless you give TRs a buff to compensate.

    A non-perma TR is a free kill for every other class. If you're going to remove permastealth, TR damage needs to be buffed in order for them not to be as useless as they are in pve.

    Without INT you can still go on semi perma build buτ for lesser periods of time ...You won't be able to stay the whole time hidden though .
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  • shivonomineshivonomine Member Posts: 163 Arc User
    edited June 2014
    You all can stop the pre-fix crying already. I believe, stealth will get what they initially wanted to add as a fix in the past year. The patch where every TR ninja fan kiddie went to the forums in order to flush the patch away in a river of tears. I doubt this is going to happen, twice. So live with it.

    I doubt you want stealth depleted since this will give us the right to demand our BETA dmg . I will so much enjoy landing a 25-30 k dmg LB .Seriously i will do . :3 . Oh wait that's more than your Cw's total HP. I feel so sorry about you my dear friend . :(
  • shivonomineshivonomine Member Posts: 163 Arc User
    edited June 2014
    an entire year of people crying about TR's...they have been completely neutered because of crocidile tears and yet people still complain...

    Dont mind the HR Who cant lose any health or those 30k IBS from GWF With Roar...

    Got to complain about TR FIRST !!!

    Let's see who kills that GWF After you all get your way YET AGAIN...cause you sure in the hell wont...

    you'll be like.." why cant anyone kill the GWF or HR " ???

    Cause you babies got the TR nerfed thats why...

    Hold your horses cowboy . I am a tr . I am not asking for an actual nerf on this post . I am actually asking for our buff . We will still be able to use semi perma builds but those changes will give us the chance to demand a portion of our old DPS,thus making us better .
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  • shivonomineshivonomine Member Posts: 163 Arc User
    edited June 2014
    No my friend, you have no right to demand anything. The damage needed a tone down which is considered a fix, a healthy one in this case. The next healthy step should be a fix for stealth, it's as easy as that. Like i said, it's not going to happen TWICE. Mark my words.

    bye

    NP i will just grab my purified black ice gear and i will just make a 45 k HP full deflection / defense tr . Or i will make a hybrid dps WK .And yes my friend we got the right to demand EVERYTHING we wish since our most precious skill is getting nerfed . As for the actual nerfs . I shall adapt and i won't be affected @ all . I got alternative solutions as you see my dear friend.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited June 2014
    jut more nerf crying.. its going to destroy one class already for pvp.. the gwf. PVE destroyes at least two paths , renagade and thaum for CW.

    This is why poeple got to stop the nerf crying QQing.. TRs are fine the way they were.. if you cant fight one on a node.. then move and fight on another.. leaving 5 vs 4 for 2 nodes, you only need to have 2 nodes ticking all the time. If they move to help on another move around.

    BTW Im not a TR playing class, just so simply tired of the nerf calls that happen, so effing tired of it, we all work hard to gear, boon and set up our classes only to have them ripped out from under us.

    asking for nerfs should just be insta culled out of the forums at this point.
  • aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited June 2014
    Meh, just give some sort of indicator as to which direction the rogue is in, and/or how far they are. They already can't get close without seeing them. We already have artifacts to reveal them. They're really not that much of a problem.
  • frishterfrishter Member Posts: 3,522 Arc User
    edited June 2014
    an entire year of people crying about TR's...they have been completely neutered because of crocidile tears and yet people still complain...

    Dont mind the HR Who cant lose any health or those 30k IBS from GWF With Roar...

    Got to complain about TR FIRST !!!

    Let's see who kills that GWF After you all get your way YET AGAIN...cause you sure in the hell wont...

    you'll be like.." why cant anyone kill the GWF or HR " ???

    Cause you babies got the TR nerfed thats why...

    So basically you're crying about people crying? All 3 classes have their issues. Perma stealth is OP, and you don't necessarily have to kill to be broken, though perma stealths can still do that over time. They do need buffs to compensate for a lack of perma stealth that needs to be taken away though.

    One idea I had was to give TRs charges for their stealth so they can proc more stealth effects, but once a charge ends they're revealed and can't stealth for another 1 or 2 seconds or so. That way they get more possibilities but also reduces the ridiculous ambiguity of perma stealths. I don't really care how they do it, as long as it's done though. I want a striker to be feared, not a buzzing pest that is tricky to deal with if they have the skill. There are other options too such as increasing visibility when close or reducing their steal when using cloud of steel like the devs mentioned at one point that the TRs didn't like. Perma stealth is just a ridiculous mechanic that needs to be changed along with other classes to also make them less and more viable in certain situations.
  • crusherbeastcrusherbeast Member Posts: 426 Arc User
    edited June 2014
    Anyone who is making threads about nerfing tr is either hipocrite or crazy. TR is the most nerfed class in entire game. The only suggestion about TR which are reasonable is how to buff them so they will be playable again both in pve and pvp. What needs to be done is fix op gwf and hr. End of story. Learn game then write threads about anything.
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  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    edited June 2014
    There is no viable hot-fix for perma stealth, because half the time it's not true perma stealth that gets people QQing. It's virtually ANY stealth. The changes proposed by the OP would stop full perma builds but you'd still have the same nuubs complaining and asking for more nerfs.
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  • speedflash1911speedflash1911 Member Posts: 2 Arc User
    edited June 2014
    stop crying and buy a lesser bile and there u go ! now u can kill a perma ...... oh wait >> what if u suck ?
  • kolevrakolevra Member Posts: 345 Arc User
    edited June 2014
    How about Bait n Switch refills the Stealth bar when the dummy is killed instead of immediately? Would hardly affect PvE use of the skill and would stop the perma nonsense
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  • suddenlyslowsuddenlyslow Member Posts: 818 Arc User
    edited June 2014
    kolevra wrote: »
    How about Bait n Switch refills the Stealth bar when the dummy is killed instead of immediately? Would hardly affect PvE use of the skill and would stop the perma nonsense

    I would like to see something done with bait and switch. I was thinking more along the lines of an instantaneous interrupt followed by maybe a half second/one second smoke screen effect with the dummy then in the middle. Makes more sense from an rp point of view and still allows the ability for the skill to be useful (as it sucks without something else to it since it doesn't work as a decoy half the time anyways in pve as it gets ignored and is always ignored in pvp).
  • pindaoppindaop Member Posts: 117 Arc User
    edited June 2014
    T.Instead of nerfing stealth itself and refill encounters which will cripple MI path and completely kill WK path.

    the part abouth killing wk killed me lol
    5gs nb using this path will get killed even more.
    plz noooooooooooo
  • masizin777masizin777 Member Posts: 181 Arc User
    edited June 2014
    Or if you had a Brain wait till they are visible and hold control key and use AOE encounters or melee.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited June 2014
    I would like to see something done with bait and switch. I was thinking more along the lines of an instantaneous interrupt followed by maybe a half second/one second smoke screen effect with the dummy then in the middle. Makes more sense from an rp point of view and still allows the ability for the skill to be useful (as it sucks without something else to it since it doesn't work as a decoy half the time anyways in pve as it gets ignored and is always ignored in pvp).

    Well the I don't think it needs an extra CC capability slapped on to it. BnS is already an OP stealth-filler that's a part of the perma-rotation, at the same time a quite interesting, but little bit lacking utility power. I personally think the "utility" part should be emphasized, while at the same time the "stealth-filler" part a bit weakened, and that should be enough to make things really fun.

    BnS when out of stealth is almost like a 3rd dodge against melees, a shield against ranged, and an excellent travel power that can be very tactical to use if you know how to time it right. But the problem is that it is often quite difficult to time it right because the power itself isn't very user-friendly in many aspects.


    I'd ask for:

    ■ nerf the stealth refill to 40% instead of full

    ■ let it refill stealth even when out of stealth

    ■ lower its recharge greatly, to around 15 seconds

    ■ let the decoy immediately take effect as a tangible/targettable object

    ■ let the "roll-back" part of BnS become a true "Immune" dodge

    ■ let the power become a two-part activation (like Vengeance's Pursuit)
    → when you press BnS again, the decoy will (*chuckle*) EXPLODE in a 20' radius
    → when you press BnS again, it will not consume your stealth
    → all caught in the blast will be first dazed for 1.5 secs, and then slowed for 6 seconds afterwards
    → damage is low, preferably around 2~3k damage to GWF/GF level threats, and 3~5k to squishies.
    → recharge timer will begin to tick after the decoy has been blown up
    → if not used, decoy disappears after 20 seconds, and power goes into recharge
    → if decoy is destroyed, it also blows up and does the same as above


    IMO, it is these sort of "utilitarian" changes that I want from TRs. Obviously the element where it becomes a part of the perma-rotation is greatly weakened.

    Only 40% refill. It's not good enough to really extend the stealth rotation too long. It is only useful when you are outside stealth, but you need that last 20~30% to go enter stealth and hide. So it's nerfed to hell.

    ...but man, oh man the utility.. It becomes a 3rd dodge, short-range travel power. If it fires up and creates decoy immediately, then it becomes much easier to "shield" yourself from an incoming attack. You feel an inevitable enemy Takedown or Entangling Force.. or Constricting Arrow is incoming? Activate! ...and since the back-roll becomes a true dodge, you will evade it like a trickster the rogue should be.

    Even in stealth.. you see a juicy target and an opportunity.. approach, pull out BnS decoy and activate to BOOM! He's damaged and slowed. You see a mighty GWF about to strike down with that IBS? BnS! You dodge backwards, the GWF hits the decoy and boom! He's slowed. Time to high-tail it out of here.


    TRs need these kind of powers, more so than just bland, tasteless pure DPS attacks. We know us TR's aren't ever going to be able to go back to the 30k LB days... In my case, I don't even want to go back to that. Some people use it as an excuse and describe it as if it was unnecessary and wrong, but I've been there, done that, and frankly didn't enjoy it. OP's OP, no matter what the excuse. One-shot or near-one-shot powers just break the game. I don't want to go back to that as a TR.

    I want to be a TR, as in a trickster. I want to be really "tricky", true to the name.

    Give us the tools to fight tricky to protect ourselves, confuse and fool enemies, daze, stun, punch-to-the-solarplexus-and-kick-to-the-balls type of powers as we are due.

    We should be the close-quarters, CC/utility specialists. Our CCs shouldn't be outright "oh look, there's bad guy, fire stun" like CWs or HRs. Our CCs should be powerful, and yet close-quarters, fused in with attacks as a tricky element and unexpected slap to the back of your opponent.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
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  • suddenlyslowsuddenlyslow Member Posts: 818 Arc User
    edited June 2014
    kweassa wrote: »
    Well the I don't think it needs an extra CC capability slapped on to it. BnS is already an OP stealth-filler that's a part of the perma-rotation, at the same time a quite interesting, but little bit lacking utility power. I personally think the "utility" part should be emphasized, while at the same time the "stealth-filler" part a bit weakened, and that should be enough to make things really fun.

    BnS when out of stealth is almost like a 3rd dodge against melees, a shield against ranged, and an excellent travel power that can be very tactical to use if you know how to time it right. But the problem is that it is often quite difficult to time it right because the power itself isn't very user-friendly in many aspects.


    I'd ask for:

    ■ nerf the stealth refill to 40% instead of full

    ■ let it refill stealth even when out of stealth

    ■ lower its recharge greatly, to around 15 seconds

    ■ let the decoy immediately take effect as a tangible/targettable object

    ■ let the "roll-back" part of BnS become a true "Immune" dodge

    ■ let the power become a two-part activation (like Vengeance's Pursuit)
    → when you press BnS again, the decoy will (*chuckle*) EXPLODE in a 20' radius
    → when you press BnS again, it will not consume your stealth
    → all caught in the blast will be first dazed for 1.5 secs, and then slowed for 6 seconds afterwards
    → damage is low, preferably around 2~3k damage to GWF/GF level threats, and 3~5k to squishies.
    → recharge timer will begin to tick after the decoy has been blown up
    → if not used, decoy disappears after 20 seconds, and power goes into recharge
    → if decoy is destroyed, it also blows up and does the same as above


    IMO, it is these sort of "utilitarian" changes that I want from TRs. Obviously the element where it becomes a part of the perma-rotation is greatly weakened.

    Only 40% refill. It's not good enough to really extend the stealth rotation too long. It is only useful when you are outside stealth, but you need that last 20~30% to go enter stealth and hide. So it's nerfed to hell.

    ...but man, oh man the utility.. It becomes a 3rd dodge, short-range travel power. If it fires up and creates decoy immediately, then it becomes much easier to "shield" yourself from an incoming attack. You feel an inevitable enemy Takedown or Entangling Force.. or Constricting Arrow is incoming? Activate! ...and since the back-roll becomes a true dodge, you will evade it like a trickster the rogue should be.

    Even in stealth.. you see a juicy target and an opportunity.. approach, pull out BnS decoy and activate to BOOM! He's damaged and slowed. You see a mighty GWF about to strike down with that IBS? BnS! You dodge backwards, the GWF hits the decoy and boom! He's slowed. Time to high-tail it out of here.


    TRs need these kind of powers, more so than just bland, tasteless pure DPS attacks. We know us TR's aren't ever going to be able to go back to the 30k LB days... In my case, I don't even want to go back to that. Some people use it as an excuse and describe it as if it was unnecessary and wrong, but I've been there, done that, and frankly didn't enjoy it. OP's OP, no matter what the excuse. One-shot or near-one-shot powers just break the game. I don't want to go back to that as a TR.

    I want to be a TR, as in a trickster. I want to be really "tricky", true to the name.

    Give us the tools to fight tricky to protect ourselves, confuse and fool enemies, daze, stun, punch-to-the-solarplexus-and-kick-to-the-balls type of powers as we are due.

    We should be the close-quarters, CC/utility specialists. Our CCs shouldn't be outright "oh look, there's bad guy, fire stun" like CWs or HRs. Our CCs should be powerful, and yet close-quarters, fused in with attacks as a tricky element and unexpected slap to the back of your opponent.

    My suggestion was instead of a stealth refill so yours is actually superior. I tend to use it for the dodge quite often and even more so for the AP gain properties (on some encounters I can refill my AP full every time BnS is ready and nearly stay in permanent lurkers -- but even then with the sub par effect of lurkers and overall TR damage I will still come in at the bottom of total damage for that fight).
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