■ Then does using them from stealth help?
→ Nope. It blows our cover
■ But surely, its still a CC. Isn't that worth it?
→ Every CC the TR has lasts less than 2 seconds. We can't land any major combo attacks. All it does is makes us a target
■ Then what worth does it have?
→ Nothing. CCs for TRs are useless gimmicks in PvP
■ What about Dazing Strike? That's potent, isn't it?
→ Sure, if you can land it in the first place.
■ But what if you practice and become skilled enough to land it?
→ What about it? You get hit by Dazing Strike? Start walking. No major combos hit. It's useless.
■ Then how about stealth? Does it help melees?
→ Nope. You're visible when you go into melee range = stealth practically non-factor when you're melee range
■ What about DF? Some people use it nicely from stealth
→ DF is such a sucky, impossible to hit thing in the first place, that you need the entire stealth thing to set up a good hit
■ Then having melee powers don't work for you?
→ As it is, the HR is a stronger melee class than a TR, but the TR isn't as a strong ranged class as the HR.
■ Why?
→ Because when you face a CW or a HR, being visible results in CCs. Once you get CCd, even if you use ITC, its meaningless, because you can break/prevent a CC, but you can never get close to do any damage
■ What about using roots?
→ TRs don't have any roots. The closest thing is a stun from Impact Shot.. which lasts maybe 1 second.
■ What about using slows? Surely TRs have slows.
→ So I blow my cover to land Blitz/DeftStrike. The enemy is slowed. But he's not debilitated. He dodge/teleports when that happens. I follow (I haven't even hit him once yet). Then the slow is gone. The enemy CCs me. I'm dead.
■ So the enemy runs, then use gap closers.
→ Ok, so I use Deft Strike. I catch up to the enemy. Then the enemy dodges/teleports, I follow again, slow is gone again, he CCs me, I'm dead again.
■ So that's where you use ITC, right?
→ Yes, for 5 seconds. I break the CC, prevent further CC. But then the enemy dodges/teleports, or simply walks again. I follow him for 5 seconds in hopes to catch up. I wear leather armor, but I run slower than a 7' tall giant with 40kgs of metal armor/weapon on him. So ITC finishes, I still haven't landed a good hit on him, my gap closer is on cooldown, I can't catch him, he CCs me, I'm dead.
■ Jesus Christ.. then what CAN you do?
→ We can go perma. We give it all our damaging encounters and at-wills, and just use ranged attacks. We just remain invisible the whole time, and fling knives.
■ What about semi-permas?
→ That works too. Semi-permas actually have the same working principle as permas. The difference is the main weapon of choice is DF. To land that, we need to go melee range, hence, basically its just stay in stealth for the whole 9 seconds in hopes that you get in one DF attack. And then, run and stealth. And then do another one DF attack, rinse and r
■ So basically, you can't use 100% of your attack potential as melees?
→ Basically, yes. Every TR only uses maybe 20? 30% of our full attack potential... because if we want to use the other 70%, then we can't survive even for 1 second to be able to use 100% in the first place.
■ Then what does the TR need?
(1) Unless the game implements a penalty for ranged classes when they are being attacked by melees (such as spell casting cancellation, aiming/damage penalty, etc..), we need "true invisibility", not the "Ooh, I can see you when close!" BS like this is.
(2) We need, desperately, working/active CCs. Something that enables us to land major combos while our target is CCd.
(3) We need, also desperately, abilities, feats, whatever that makes it possible to land chained at-will melee strikes. For example "slows-with-each-hit" type of feats, "stamina drain" so an attack inflicts stamina damage, limiting the target dodge, and especially faster base running speed. Something. Anything.
(4) We need active defense powers. For example, any of the "movement" powers like Blitz or BnS, should break you from slow/immob type of CCs, and give dodge frames during the movement. Teleportation powers like Deft Strike or Vengeance's Pursuit need to be given dodge frames as well. Something active, a technique/power that can be used to counter the much too powerful CCs in the game -- because, having just one iTC in one of the Paragon paths, don't help at all.
That's what we need.
■ So basically, a total renewal of the class.
→ Yeah.
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.'
chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited September 2014
I don't PvP, but I think you are probably exactly right where PvP is concerned.
It needs something more in Pve too, but I'm not sure what.. some kind of increased mass attack maybe. We have a couple, but they are not strong enough to warrant slotting when teamed.
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
■ So that's where you use ITC, right?
→ Yes, for 5 seconds. I break the CC, prevent further CC. But then the enemy dodges/teleports, or simply walks again. I follow him for 5 seconds in hopes to catch up. I wear leather armor, but I run slower than a 7' tall giant with 40kgs of metal armor/weapon on him. So ITC finishes, I still haven't landed a good hit on him, my gap closer is on cooldown, I can't catch him, he CCs me, I'm dead
xD
Especially WK builds, I felt like a limping tramp when I respec'd into that one.
Yes, TR class just needs a complete overhaul IMO. It's state in PvE can be described by one sentence:
"Okay, you're a rogue, you got in our party, we don't care you can solo stuff or got the best equipment, now get out"
■ So that's where you use ITC, right?
→ Yes, for 5 seconds. I break the CC, prevent further CC. But then the enemy dodges/teleports, or simply walks again. I follow him for 5 seconds in hopes to catch up. I wear leather armor, but I run slower than a 7' tall giant with 40kgs of metal armor/weapon on him. So ITC finishes, I still haven't landed a good hit on him, my gap closer is on cooldown, I can't catch him, he CCs me, I'm dead
xD
Especially WK builds, I felt like a limping tramp when I respec'd into that one.
I don't PvP, but I think you are probably exactly right where PvP is concerned.
It needs something more in Pve too, but I'm not sure what.. some kind of increased mass attack maybe. We have a couple, but they are not strong enough to warrant slotting when teamed.
In case of PvE, the TR needs a ROLE.
Off the top of my head, a secondary CCer, secondary tank, squishy protection and support...
For example, if:
(1) the mobs are more picky about heals and CCs, and the aggro shifts around frequently
(2) the mobs are more dangerous and lethal, much more resistant to CCs
In these cases, it would be difficult for the GF to keep aggro on all mobs easily. One or two mobs will stray off and start attacking the CW/DCs, and these mobs are resistant to CCs and much more lethal and dangerous to ranged or spellcasters -- then a secondary combatant is needed to keep them busy while the cw/tank takes care of the main group, or vice versa.
In terms of PvE I don't think its just a problem with individual powers that's in question.
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.'
0
chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
In terms of PvE I don't think its just a problem with individual powers that's in question.
Can't disagree. Most times I just feel like I ought to shout out that 'I've got this guy!' ..while everyone else is getting ganged. Then on to the next... usually too little, too late.
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
i was watching my 3 cw team mates froze cn last boss from distance and all the ads together with
icy terrain on tab
i just decided to stand and watch this masterpiece
no need to spoil that piece of art with my lame df or even lamer encounters which i cant even tell the difference from df tick
so i just stood there and was thinking tr is in a good spot
no need to play any more just enjoy the ride.
0
chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
Lore? what's that? storyline? who cares? A TR in the party? Hell no. He'll make the run 2 minutes longer than if I take another GWF. That's 10% of another dungeon run. He costs me money. Foundry? Not interested. It doesn't make AD. I need my AD!
That sounds sarcastic when you read it like that. Unfortunately that is the general state of mind of the visible population. Long live guilds and /legit where this BS is not tolerated.
thats right
people need to change not trs
best one you ever wrote
i was watching my 3 cw team mates froze cn last boss from distance and all the ads together with
icy terrain on tab
i just decided to stand and watch this masterpiece
no need to spoil that piece of art with my lame df or even lamer encounters which i cant even tell the difference from df tick
so i just stood there and was thinking tr is in a good spot
no need to play any more just enjoy the ride.
yeah its to real
we need to turn to role playing part of the game were magenubbie see us.
coz in lore we cant be replaced
so stop playing and come acting in moonstone mask
first nevervinter
beauty pagent starts on friday 5th at 20:00 be sure to come
■ Then does using them from stealth help?
→ Nope. It blows our cover
■ But surely, its still a CC. Isn't that worth it?
→ Every CC the TR has lasts less than 2 seconds. We can't land any major combo attacks. All it does is makes us a target
■ Then what worth does it have?
→ Nothing. CCs for TRs are useless gimmicks in PvP
■ What about Dazing Strike? That's potent, isn't it?
→ Sure, if you can land it in the first place.
■ But what if you practice and become skilled enough to land it?
→ What about it? You get hit by Dazing Strike? Start walking. No major combos hit. It's useless.
■ Then how about stealth? Does it help melees?
→ Nope. You're visible when you go into melee range = stealth practically non-factor when you're melee range
■ What about DF? Some people use it nicely from stealth
→ DF is such a sucky, impossible to hit thing in the first place, that you need the entire stealth thing to set up a good hit
■ Then having melee powers don't work for you?
→ As it is, the HR is a stronger melee class than a TR, but the TR isn't as a strong ranged class as the HR.
■ Why?
→ Because when you face a CW or a HR, being visible results in CCs. Once you get CCd, even if you use ITC, its meaningless, because you can break/prevent a CC, but you can never get close to do any damage
■ What about using roots?
→ TRs don't have any roots. The closest thing is a stun from Impact Shot.. which lasts maybe 1 second.
■ What about using slows? Surely TRs have slows.
→ So I blow my cover to land Blitz/DeftStrike. The enemy is slowed. But he's not debilitated. He dodge/teleports when that happens. I follow (I haven't even hit him once yet). Then the slow is gone. The enemy CCs me. I'm dead.
■ So the enemy runs, then use gap closers.
→ Ok, so I use Deft Strike. I catch up to the enemy. Then the enemy dodges/teleports, I follow again, slow is gone again, he CCs me, I'm dead again.
■ So that's where you use ITC, right?
→ Yes, for 5 seconds. I break the CC, prevent further CC. But then the enemy dodges/teleports, or simply walks again. I follow him for 5 seconds in hopes to catch up. I wear leather armor, but I run slower than a 7' tall giant with 40kgs of metal armor/weapon on him. So ITC finishes, I still haven't landed a good hit on him, my gap closer is on cooldown, I can't catch him, he CCs me, I'm dead.
■ Jesus Christ.. then what CAN you do?
→ We can go perma. We give it all our damaging encounters and at-wills, and just use ranged attacks. We just remain invisible the whole time, and fling knives.
■ What about semi-permas?
→ That works too. Semi-permas actually have the same working principle as permas. The difference is the main weapon of choice is DF. To land that, we need to go melee range, hence, basically its just stay in stealth for the whole 9 seconds in hopes that you get in one DF attack. And then, run and stealth. And then do another one DF attack, rinse and r
■ So basically, you can't use 100% of your attack potential as melees?
→ Basically, yes. Every TR only uses maybe 20? 30% of our full attack potential... because if we want to use the other 70%, then we can't survive even for 1 second to be able to use 100% in the first place.
■ Then what does the TR need?
(1) Unless the game implements a penalty for ranged classes when they are being attacked by melees (such as spell casting cancellation, aiming/damage penalty, etc..), we need "true invisibility", not the "Ooh, I can see you when close!" BS like this is.
(2) We need, desperately, working/active CCs. Something that enables us to land major combos while our target is CCd.
(3) We need, also desperately, abilities, feats, whatever that makes it possible to land chained at-will melee strikes. For example "slows-with-each-hit" type of feats, "stamina drain" so an attack inflicts stamina damage, limiting the target dodge, and especially faster base running speed. Something. Anything.
(4) We need active defense powers. For example, any of the "movement" powers like Blitz or BnS, should break you from slow/immob type of CCs, and give dodge frames during the movement. Teleportation powers like Deft Strike or Vengeance's Pursuit need to be given dodge frames as well. Something active, a technique/power that can be used to counter the much too powerful CCs in the game -- because, having just one iTC in one of the Paragon paths, don't help at all.
That's what we need.
■ So basically, a total renewal of the class.
→ Yeah.
I ate today chips, they were tasty. And what you did kweassa?
Tairev-TR(All kind of killing tools) Asha-DC(Faithful-Anointed Champion) Vilgefortz-CW(Thaumaturge-balance)
I'm on board the whole idea of adding CC break to skills like Deft Strike, dodge frames to Blitz, Bait n Switch. Heck, ITC and Shadow Strike might finally leave my tray for once! We also need more damage, not in form of bursts-- you all know how that goes. You get a good burst, somebody complains you get nerfed.
More in the form of bleeds. I mean, come on, you're using a knife. Two knives. I assume they're both sharp? The heck does only a full rotation of DF stack bleed? I say every single at will, encounter and daily should get some sort of bleed.
I'm on board the whole idea of adding CC break to skills like Deft Strike, dodge frames to Blitz, Bait n Switch. Heck, ITC and Shadow Strike might finally leave my tray for once! We also need more damage, not in form of bursts-- you all know how that goes. You get a good burst, somebody complains you get nerfed.
The thing is, if stealth gets nerfed then we HAVE to get burst. The lifetime of an unstealthed TR is measured in seconds so you need to do a LOT of damage in a short space of time.
For PVE, assuming that they aren't going to change the dungeon design, they need to buff damage a lot and they need to give us some things to benefit the party as a whole. As a squishy melee class, we need to be the absolute best at what we do - single target damage. No other class should come close. But since the dungeons can be beaten without a dedicated striker, the devs are going to have to give us some good utility - some buffs and preferably a good amount of cc to go with our Trickster name. Without doing something to give us a role during trash clearing, nothing is going to help much. The content is stacked against us and we need to be able to do something other than just ST damage to break free of that.
They also need to give us some survivability for the sea of red. ITC is good but not that good for sustained fights against bosses when every add is spewing AOE. WK (I have one of each paragon) doesn't even have that and ever since the IS nerf, doesn't even have a great ranged option. Cloud of Steel is barely useful against solo strength mobs, against what we are supposed to be fighting in dungeons it's basically worthless.
"We have always been at war with Dread Vault" ~ Little Brother
All I'm saying is that, as somebody here said, if there was a choice at all in using 100% of the TR damage potential and be able to live for ten seconds to get off a rotation, then I might reconsider dropping immortality for blood. An assassin is supposed to be stealthy. But an assassin is not an assassin if he can't kill. That just makes him a hiding coward.
All I'm saying is that, as somebody here said, if there was a choice at all in using 100% of the TR damage potential and be able to live for ten seconds to get off a rotation, then I might reconsider dropping immortality for blood. An assassin is supposed to be stealthy. But an assassin is not an assassin if he can't kill. That just makes him a hiding coward.
Here, Here!
0
tankinatorfrMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 107Bounty Hunter
edited September 2014
Yes I approve, TR should be the guy who die fast, but can kill even faster, with some toutchs of "trickster" power.
Hide in the shadows, find your target, destroy it, but beware because any mystake will kill you.
Actually, the second part is here, but as the first is not, being in a dunjon with a rogue often look like a kind os "spectator mod", exept for some rare situations.
Improving burst doesn't have to be the only thing to accomplish that. Other changes can have the same effect. Dazing strike and smoke bomb for example, could root instead of allowing stunned people to keep running, which would allow for combo moves. Or maybe certain feats can grant stamina drain (the WK path seems like a good place for something like that). Feats or skills that have a chance to CC a single target properly is another method. All this would allow us to do what we do best: 1o1 battles. And it wouldn't even require a great deal more power to pull this off. Remember, the TR is a 1o1 trickster. Once we have our sights on a target it should die unless we get interrupted in the process. That's what being an assassin is about. Not by damage alone, but by fighting dirty, as a TR is meant to. There's never going to be a way we can survive for more than 30 seconds while being ganked on by a whole team, that's not in our nature. But there's more than 1 way to make people less stealth dependent.
I don't disagree, particularly as the class is called Trickster Rogue. However, one tree is labelled Executioner and should be able to - well - execute.
So I'd like to see Sab and Scoundrel trees focussed on mostly tricky stuff while Executioner gets a buff to burst at the expense of stealth/utility. That should enable a number of different and equally fun playstyles to choose from.
And no, I'm not holding my breath after seeing what happened to the classes 'adjusted' in Mod 4.
The thing is, if stealth gets nerfed then we HAVE to get burst. The lifetime of an unstealthed TR is measured in seconds so you need to do a LOT of damage in a short space of time.
Not if you're given skills to both defend yourself and attack efficiently.
If we shorten my opening post into 3 bullet points it would be:
1. more potent CCs
2. more active defense/special utility powers
3. QOL(quality of life) fixes to make it easier for melees to attack with melee powers
The above line of changes are big, and therefore, would warrant a class redesign, but if all of the above is implemented, and well at that, then we don't need any damned perma stealth or godawful amounts of burst (both, which bring up OP complaints) to fight and survive.
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.'
piercing damage. We are the class that uses two daggers...
Sometimes it feels more like two purses.
From my parses of late it is often that I find myself failing in damage to a single target to not only the GWF, but also the HR, CW, and SW. Sometimes it is the fight mechanics but it isn't always and we would at least need to receive our single target lead back again in a definitive fashion (we all know that means **** in the game but it does at least lend us a starting point).
I am finding the TR to be extremely clumsy compared with the mobility of most other classes. This seems to me to be more prevalent since the GWF sprint/unstopable change as I find them now more than ever dancing and turning the targets into me instead of them seeking a side. I end up burning dodges and ITC and still having to bail out while things recharge. We have the most difficult and close range attacks and the game has become more wild and undisciplined and we lack the tools to handle it well.
In addition to damage I do like 'trickery'. I like concepts like "dirty fighting" where we throw dirt in the eyes to blind them (not a stun but a short term blindness that basically would be equivalent to a party stealth for NPC's and maybe a black screen for PC's). This would be short term of course, a few seconds. I still like my elsewhere mentioned idea of "grease/oil/marbles/whatever" where we make apply a short term area effect equivalent to the slippery ground areas in IWD. A unique form of CC that isn't particularly powerful but it is annoyingly useful and effective in its capabilities.
Even if stealth was left unchanged we would still need a lot more damage, more utility, more survivability, more mobility. We wouldn't necessarily need these things for absolute game play purposes but instead we would need these things to approach even standing and usefulness with the other classes. Basically the game is fine for us now but the other classes are so far ahead as to render us moot and unuseful.
after a bit of pvp with my SW, i find that i feel more as a rogue than i did on my actual rogue......
i have the speed and the dps to simply charge into a group and possibly kill someone b4 i die to ganking while i am still only at 11k gs. i can easily flush rogues out of stealth and i have a daily that can't be dodged because it's a dot. my temptation heals are not effective but warlock's bargain is so much better than lashing and it has range.
the ability to simply dash towards someone immediately after they dodge, block a cc, and still keep dpsing them down simultaneously is just hard to compete with.....
been so long since i could pvp as a reckless charger
I don't disagree, particularly as the class is called Trickster Rogue. However, one tree is labelled Executioner and should be able to - well - execute.
So I'd like to see Sab and Scoundrel trees focussed on mostly tricky stuff while Executioner gets a buff to burst at the expense of stealth/utility. That should enable a number of different and equally fun playstyles to choose from.
And no, I'm not holding my breath after seeing what happened to the classes 'adjusted' in Mod 4.
i agree. it would be interesting if scoundrels had a few procs upon being hit or when they deflect attacks. even a deflect aura would be interesting to mirror the critical aura.
1 thing all rogues need though is a massive mobility boost to compete with warlocks/gwf's. otherwise, u spend too much time chasing down people with multiple dodges.
Well its quite obvious that since the TR damage has been nerfed that a hunter seems to do better in close then a rogue does.
Personally I think the Hunter and Rogue should swap dodge abilities. So many times with my rogue all I want to do is dodge an attack, not roll 15feet away out of combat range - that seems more like what hunter would want, get out of range to shoot the bow.
Its more fun to play the hunter in close than it is to play the rogue. You get melee AoE and you get a knockdown.
Off the top of my head, a secondary CCer, secondary tank, squishy protection and support...
For example, if:
(1) the mobs are more picky about heals and CCs, and the aggro shifts around frequently
(2) the mobs are more dangerous and lethal, much more resistant to CCs
In these cases, it would be difficult for the GF to keep aggro on all mobs easily. One or two mobs will stray off and start attacking the CW/DCs, and these mobs are resistant to CCs and much more lethal and dangerous to ranged or spellcasters -- then a secondary combatant is needed to keep them busy while the cw/tank takes care of the main group, or vice versa.
In terms of PvE I don't think its just a problem with individual powers that's in question.
DEADLY traps. Nuff said, don't ever enter certain dungeons without a acrobatic daredevil. Better role play and puzzle design in a dungeon too.
DEADLY traps. Nuff said, don't ever enter certain dungeons without a acrobatic daredevil. Better role play and puzzle design in a dungeon too.
I am against the idea of traps for the purpose of increasing a value of a TR. I experienced this in another game where the only purpose (at times) was to open locks and disarm traps and it would be nothing more than a crutch for the TR and an annoyance for the rest (and if implemented I can easily see it being farmed out to other classes).
To give an example of what I mean, say they made a new class called the Widgician. The power of this class is to destroy widgets. Now they can add these widgets to the game to make the class useful. Widgets prevent the party from advancing further in a dungeon until destroyed and no other class except the Widgician can destroy them. Doesn't sound very fun does it?
Now I do like the idea of deadlier traps as the ones now are entirely pointless and they don't really even matter at all.
Comments
It needs something more in Pve too, but I'm not sure what.. some kind of increased mass attack maybe. We have a couple, but they are not strong enough to warrant slotting when teamed.
Roland Mac Sheonin GF | Tarron Direheart SW |
Especially WK builds, I felt like a limping tramp when I respec'd into that one.
WTB Class Reroll please
"Okay, you're a rogue, you got in our party, we don't care you can solo stuff or got the best equipment, now get out"
xD
Especially WK builds, I felt like a limping tramp when I respec'd into that one.
WTB Class Reroll please
In case of PvE, the TR needs a ROLE.
Off the top of my head, a secondary CCer, secondary tank, squishy protection and support...
For example, if:
(1) the mobs are more picky about heals and CCs, and the aggro shifts around frequently
(2) the mobs are more dangerous and lethal, much more resistant to CCs
In these cases, it would be difficult for the GF to keep aggro on all mobs easily. One or two mobs will stray off and start attacking the CW/DCs, and these mobs are resistant to CCs and much more lethal and dangerous to ranged or spellcasters -- then a secondary combatant is needed to keep them busy while the cw/tank takes care of the main group, or vice versa.
In terms of PvE I don't think its just a problem with individual powers that's in question.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Can't disagree. Most times I just feel like I ought to shout out that 'I've got this guy!' ..while everyone else is getting ganged. Then on to the next... usually too little, too late.
Roland Mac Sheonin GF | Tarron Direheart SW |
icy terrain on tab
i just decided to stand and watch this masterpiece
no need to spoil that piece of art with my lame df or even lamer encounters which i cant even tell the difference from df tick
so i just stood there and was thinking tr is in a good spot
no need to play any more just enjoy the ride.
Errr.. what? I said that we had no AoE attack that was powerful enough to warrant slotting. As in on my power-bar... XD
Roland Mac Sheonin GF | Tarron Direheart SW |
thats right
people need to change not trs
best one you ever wrote
Holy **** I lost it reading this post.
Too much real talk regarding TR's ITT.
yeah its to real
we need to turn to role playing part of the game were magenubbie see us.
coz in lore we cant be replaced
so stop playing and come acting in moonstone mask
first nevervinter
beauty pagent starts on friday 5th at 20:00 be sure to come
Jaime Lannister likes it
I ate today chips, they were tasty. And what you did kweassa?
Asha-DC(Faithful-Anointed Champion)
Vilgefortz-CW(Thaumaturge-balance)
More in the form of bleeds. I mean, come on, you're using a knife. Two knives. I assume they're both sharp? The heck does only a full rotation of DF stack bleed? I say every single at will, encounter and daily should get some sort of bleed.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
They also need to give us some survivability for the sea of red. ITC is good but not that good for sustained fights against bosses when every add is spewing AOE. WK (I have one of each paragon) doesn't even have that and ever since the IS nerf, doesn't even have a great ranged option. Cloud of Steel is barely useful against solo strength mobs, against what we are supposed to be fighting in dungeons it's basically worthless.
Here, Here!
Hide in the shadows, find your target, destroy it, but beware because any mystake will kill you.
Actually, the second part is here, but as the first is not, being in a dunjon with a rogue often look like a kind os "spectator mod", exept for some rare situations.
So I'd like to see Sab and Scoundrel trees focussed on mostly tricky stuff while Executioner gets a buff to burst at the expense of stealth/utility. That should enable a number of different and equally fun playstyles to choose from.
And no, I'm not holding my breath after seeing what happened to the classes 'adjusted' in Mod 4.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Not if you're given skills to both defend yourself and attack efficiently.
If we shorten my opening post into 3 bullet points it would be:
1. more potent CCs
2. more active defense/special utility powers
3. QOL(quality of life) fixes to make it easier for melees to attack with melee powers
The above line of changes are big, and therefore, would warrant a class redesign, but if all of the above is implemented, and well at that, then we don't need any damned perma stealth or godawful amounts of burst (both, which bring up OP complaints) to fight and survive.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Sometimes it feels more like two purses.
From my parses of late it is often that I find myself failing in damage to a single target to not only the GWF, but also the HR, CW, and SW. Sometimes it is the fight mechanics but it isn't always and we would at least need to receive our single target lead back again in a definitive fashion (we all know that means **** in the game but it does at least lend us a starting point).
I am finding the TR to be extremely clumsy compared with the mobility of most other classes. This seems to me to be more prevalent since the GWF sprint/unstopable change as I find them now more than ever dancing and turning the targets into me instead of them seeking a side. I end up burning dodges and ITC and still having to bail out while things recharge. We have the most difficult and close range attacks and the game has become more wild and undisciplined and we lack the tools to handle it well.
In addition to damage I do like 'trickery'. I like concepts like "dirty fighting" where we throw dirt in the eyes to blind them (not a stun but a short term blindness that basically would be equivalent to a party stealth for NPC's and maybe a black screen for PC's). This would be short term of course, a few seconds. I still like my elsewhere mentioned idea of "grease/oil/marbles/whatever" where we make apply a short term area effect equivalent to the slippery ground areas in IWD. A unique form of CC that isn't particularly powerful but it is annoyingly useful and effective in its capabilities.
Even if stealth was left unchanged we would still need a lot more damage, more utility, more survivability, more mobility. We wouldn't necessarily need these things for absolute game play purposes but instead we would need these things to approach even standing and usefulness with the other classes. Basically the game is fine for us now but the other classes are so far ahead as to render us moot and unuseful.
i have the speed and the dps to simply charge into a group and possibly kill someone b4 i die to ganking while i am still only at 11k gs. i can easily flush rogues out of stealth and i have a daily that can't be dodged because it's a dot. my temptation heals are not effective but warlock's bargain is so much better than lashing and it has range.
the ability to simply dash towards someone immediately after they dodge, block a cc, and still keep dpsing them down simultaneously is just hard to compete with.....
been so long since i could pvp as a reckless charger
i agree. it would be interesting if scoundrels had a few procs upon being hit or when they deflect attacks. even a deflect aura would be interesting to mirror the critical aura.
1 thing all rogues need though is a massive mobility boost to compete with warlocks/gwf's. otherwise, u spend too much time chasing down people with multiple dodges.
Personally I think the Hunter and Rogue should swap dodge abilities. So many times with my rogue all I want to do is dodge an attack, not roll 15feet away out of combat range - that seems more like what hunter would want, get out of range to shoot the bow.
Its more fun to play the hunter in close than it is to play the rogue. You get melee AoE and you get a knockdown.
DEADLY traps. Nuff said, don't ever enter certain dungeons without a acrobatic daredevil. Better role play and puzzle design in a dungeon too.
I am against the idea of traps for the purpose of increasing a value of a TR. I experienced this in another game where the only purpose (at times) was to open locks and disarm traps and it would be nothing more than a crutch for the TR and an annoyance for the rest (and if implemented I can easily see it being farmed out to other classes).
To give an example of what I mean, say they made a new class called the Widgician. The power of this class is to destroy widgets. Now they can add these widgets to the game to make the class useful. Widgets prevent the party from advancing further in a dungeon until destroyed and no other class except the Widgician can destroy them. Doesn't sound very fun does it?
Now I do like the idea of deadlier traps as the ones now are entirely pointless and they don't really even matter at all.