Hi guys! I’ve seen seeing a lot of different TR changes suggestions threads lately, but no real consensus among the community.
So I created this thread in hope of people throwing their ideas forward and fixing each other’s ideas until if not all, the majority of us forum TRs come to an agreement on where we all want to the class to go and look like when it comes mod 5.
If a consensus is reached, we’ll post up a new thread detailing the final form we all want to see the Mod 5 TR in. Hopefully the devs will notice the thread and will take it into consideration when making Mod 5 changes.
Comments
My proposed changes for feats:
Saboteur: focused on stealth and survival
Tier 1:
While stealthed, you build 4/8/12/16/20% more action points
While stealthed, your Run Speed increases by 3/6/9/12/15%
Tier 2:
Your dodge costs 2/4/6/8/10% less Stamina. This reduction is doubled while stealthed.
Paragon Feat
Tier 3:
Cloud of Steel deals extra 2/4/6/8/10% damage while stealthed. Additionally Cloud of Steel’s damage bonus per stack is increased by 0.5/1/1.5/2/2.5%
2/4/6/8/10% more resistant to CCs while stealthed.
Tier 4:
Bait & Switch restores 5/10/15/20/25% of stealth meter when used in stealth.
Deflect, Defence, Life Steal and Regeneration increase by 4/8/12/16/20% while stealthed.
Cap:
Bait & Switch restores 75% of stealth meter (regardless of if used in stealth or not).
Scoundrel: focused on utility
Tier 1:
Gain 0.5/1/1.5/2/2.5% of Max HP as Temp HP when you deal Combat Advantage damage. This can only occur once every 20 seconds.
When dealing Combat Advantage damage, 4/8/12/16/20% chance to poison the target for 10/20/30/40/50% weapon damage for 5 seconds. (1 tick per second, no stacking on same target?)
Tier 2:
Encounters that Daze now Stun by 0.5/1/1.5/2/2.5 seconds
Paragon Feat
Tier 3:
Sly Flourish deals 2/4/6/8/10% more damage. Additionally Sly Flourish reduces target’s defences by 3/6/9/12/15%
Blitz and Dazing Strike reduce target’s defences by 3/6/9/12/15%. This effect cannot stack.
Tier 4:
Your Encounter Powers have a 15% chance to grant 3/6/9/12/15% of your Action Points.
Deft Strike cool down decreases by, and damage increases by 10/20/30/40/50%.
Cap:
Any offensive Encounter Power (that breaks stealth of course) used from stealth will stun opponent for +1 seconds and reduces their defences by (5/10%?)
Executioner: focused on damage and crits
Tier 1:
35% chance to deal an additional 4/8/12/16/20% damage on a non critical strike.
When you critically strike a foe you generate 2/4/6/8/10% less threat for 6 seconds.
Tier 2:
Gain extra 0.3/0.6/0.9/1.2/1.5% Action Points whenever you land a critical hit on a target.
Paragon Feat
Tier 3:
While stealthed you critical with 5/10/15/20/25% more severity.
You and your nearby allies gain 1/2/3/4/5% chance to crit.
Tier 4:
Duelist’s Flurry has a 5/10/15/20/25% chance to apply Deadly Momentum. Deadly Momentum increases your critical severity by 5% per stack (stacks 5 times)
Lashing Blade’s cool down is reduced by, and its crit severity increased by 6/12/18/24/30%.
Cap:
When you land a critical hit, one of your next attacks strikes with 30% of your crit severity.
[Updated Class Mechanic Stealth: Gain 2 seconds of invulnerability upon entering stealth. Cooldown: 6 seconds.] -Zalathorm1
[bammmmmmmmm 100k BOOOOOOYA] - mxtime + every other TR
[we need more CCs, bleeds, poison, stuns, all of what makes a Rogue fun] - reiwulf + kweassa
[feat in the Executioner tree increases the damage done to an enemy marked with Vengeance's Pursuit] - oraphel
[allow us to controll our stealth with tab] - hylight978 + burnedpixel + todesfaelle
I now hand over the mic to you guys.
Butters TR PVP
Asha-DC(Faithful-Anointed Champion)
Vilgefortz-CW(Thaumaturge-balance)
This isnt a nerf thread. If you dont like it, change it! Thats the whole point of this thread.
All I did is put up my opinion on 1 power and the feats. Theres alot more stuff that could use some change too.
And I don't know which capstone feat you're talking about, but seeing as you're an Executioner, the cap stone feat is still exactly the same.
Butters TR PVP
Bait & Switch restores 75% of stealth meter when used from stealth.
This uselesss cap stone. From useless capstone you changes it on nerfed effect of skill which we already had.
Asha-DC(Faithful-Anointed Champion)
Vilgefortz-CW(Thaumaturge-balance)
Updated Class Mechanic Stealth: Gain 2 seconds of invulnerability upon entering stealth. Cooldown: 6 seconds. This added to our stealth mechanic would give us some AOE immunity and allow us to stay in melee range more often. I"m sure some powers would need to be balanced around it
It's a nerf, but deserving. Frickin' stop holding on to permastealthing as if its the only way there should be.
It's what got us TRs into this shi*gutter of a nerfhell in the first place.
I say screw it.
Screw the stealth addiction. Nerf permastealthing, nerf consecutive stealth refills.
...and then, give us everything we've been missing out on... and I mean EVERYTHING
I want the whole package. I want the TR to be a whole character.
The CCs that last longer than 3 secs, the active defenses, faster movement, faster attack, bleed powers, poison powers, silencer powers, interrupts, rispote, EVERYTHING that's been denied to the TRs just because of the fact that we had that one great OP capability of staying at stealth as long as we want and still be able to attack.
So yeah, nerf the goddarn stealth. If it means gaining something else, then I'm all up for it.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I agree with the nerf to permastealth and the continuous going in and out of it. Make stealth a more brief tool, and give it 2s of invulnerability when you enter. That way, it's used situationally, to avoid AoE and set up a "from stealth" attack.
Not aiming for a nerf with that. I was aiming to restrict perma-stealth to Saboteur only. Cause thats how it should be. While the other 2 paths are focused on big damage and utility (assuming we do get our powers buffed).
All it is, is giving us multiple choices. You can be perma stealth OR a huge damage glass cannon OR that annoying little dude that teleports around everywhere.
But don't just complain, throw in your own ideas too! The more the better
Butters TR PVP
First I don't really understand what Bait & Switch does according to you...
Saboteur tree- I'll start by saying that the first tier has stronger skills than the 2nd tier, which isn't good. It is also build only on bait and switch, which is kinda iffy as well.
Scoundrel tree- Again, the tier 1 skill of the bleed is too strong to be at 1. The daze to stun will be very easy to exploit, especially with Shadow Strike. Seems that you're trying to make this one more combo-ish or cc-ish, which isn't a bad idea overall.
Executioner tree- Tier 1 - too strong to be at 1... And doesn't sound optimal for Executioner. I mean, you either focus on crit rate and severity and destroy opponents with a few lucky strikes, or you miss completely. No middle ground, or at least that's the way I think it should be.
Yeh. Permas need BnS to stay in perma stealth. T4 + cap feats = BnS refilling 100% of stealth bar. So all it does is restrict perma playstyle to Saboteur tree.
And the feat I think you're talking about in the executioner tree is Nimble Blade. Its too good to throw away, but didnt know where else to put it. So I thought reh, put damage with damage
Butters TR PVP
cw can cc,gwf aoe,sw aoe ,hr aoe, tr needs huge single target and i mean insane
like BAAAAAAAAAAAAM 70K CRIT LB IN PVP.
infact that should be like common thing to hear in the pvp chat like bammmmmmmmm 100k BOOOOOOYA U DEAD KWEASSA u have just been one shoted and deleted.
we need insane dmg never seen before
this here ....
is smart, simple, easy solution for every problem in pvp
u have a problem tr comes BAAAAAAAAAAAAM its solved
I agree with separating the 3 paths into a stealth path, cc/utility path, and damage/crit path.
Stealth needs to be reworked so not all of them can permastealth.
Damage needs to be buffed, a lot, at least in PVE to be useful again. (no one will take a single target damage class over an AOE damage class unless their single target damage is REALLY useful)
I agree with Kweassa that we need more CCs, bleeds, poison, stuns, all of what makes a Rogue fun.
going to stop this delusion of yours
there will be some ideas there will not be agreement ever
as mxtime said
and we can work from there on
keep it simple more dmg more cc dont expect a new class
unerf first strike
buff encounters like dazing deft 400% and there we go
Damage in PVE needs to be much higher, but in PVP you can't buff it too much or we'll just get it nerfed like it always has happened.
I think the way to handle this, is instead up increasing damage of something like lashing blade, they can slash the recharge time of encounters... that way we get much greater damage increase over all returning us to single target DPS champs without creating one-shot-wonders.
Nobody wants an invisible guy to drop you from full health to 0% while cluelessly riding along on your mount...
For MI, I dunno. I do want WK Execs to be better than MI Execs, though. Vice versa for Saboteur.
Cloud of Steel : Increase the knives to 10.
Sly Flourish : Damage buff by 10-15% so people know this at-will exists
Dazing Strike: Damage increase by a tiny 5%. Daze increase by 1 second, and cooldown reduced by 1 second. Same stealthed effect.
BloodPath: No changes, this power is good as it is.
Sneak Attack: No changes
Deft Strike: Damage increase by 15%, slow duration increased by 1 second.
Stealthed: Teleports to allies, adds a bleed effect since the rogue delivers a "Painful stab"
Lashing Blade : Damage buffed by 25%. Crit severity increased and cooldown reduced by 2 seconds. Same stealthed effect.
Lurker's Assault: Damage boost increased to 30% (from 15%) +5% to each rank
Whirlwind of Blades: Can now be properly resisted and dodged. Damage increase by 10% to compensate.
Bait and Switch: Will not refill the entire stealth bar anymore. Will create a dummy THAT MOVES AND ATTACKS OPPONENTS (Deals 0 damage, attacks just for trickery and illusion).
Stealthed: Refills a small 25% of stealth and will make the Dummy explode when destroyed, dealing damage.
First Strike: 15% damage on first strike, 5% on rank up
Tenacious Concealement: No changes
Duelist's Flurry: No changes, this power is perfect.
Blitz: Damage increase by 15%.
Stealthed: Adds a bleed effect to opponents hit by the blades.
Tactics: Action point gain increased to 15% (5%) since rogues are the slowest AP gaining class (IMO). 5% bonus on rank up.
Impossible to Catch: No changes, this power is perfect. It's the best defensive (or even best overall) encounter in the entire game. Needs the bug where it doesn't activate but goes on cooldown fixed.
Vengeance's Pursuit: Now has 3 charges and can be planted at solid surfaces (Ground, walls). Once the VP key is pressed, it will temporarly change your at-wills to "Plant" and "Teleport". The plant portion throws the Knife at designed location (Small AOE circle to aim), the "Teleport" will teleport you to said Knife. This is basically Half-Life's Satchel Charge mechanism.
When the Rogue teleports, he breaks CC. If multiple Knives are planted via "Plant" and the "Teleport" key is pressed rapidly, it becomes a "Mini Fox Shift". Obviously there will be a distance limit between Knives planted. This will create a "Trickster" aspect to the "Trickster" Rogue. The Rogue will be unpredictable if this power is changed this way.
This will NOT be overpowered since it will require planning and prep time. + You sacrifice at-wills to be able to pull this off.
Path of The blade: No changes, perfect as it is.
Infiltrator's Action: No changes, good passive.
Dagger Threat: Small range increase to 25FT
Gloaming Cut & Disheartening Strike: Activation time sped up.
Impact Shot: Un-nerf this power to the way it was before but slightly toned down. Remove the decreased damage on charges.. I mean the tooltip says otherwise. Same stealthed effect.
Courage Breaker: No change to damage reduction but the Rogue's power is increased by 25% (from 10%)
Skillful Infiltator: No run speed changes, but deflect and crit chance upped by 3%
Razor Action: NEEDS TO BE NOTICED, we need a sound effect on this passive, and we need to actually see the daggers being flinged. Damage and radius increased by 5% and 5FT.
Shadow Strike: No changes, this power is perfect as it is.
Wicked Reminder: Stacks gone, cracks 50% of the enemy's armor/damage resistance. Cooldown is now 15 seconds.
Stealthed: Briefely stuns the opponent.
Smoke Bomb: Now adds a DoT effect. I mean the purple smoke looks like Poison. Same stealthed effect.
Shocking Execution: Make it dodgeable, but bring back the lethality of this power.
Hateful Knives: Damage increase by at least 25%, because this power is pathetic in damage, but good in utility.
Invisible Infiltrator: Damage increase by 10% (5% on rank ups)
Advantagous Position: When leaving stealth, you gain a 10% run speed buff and take reduced damage FROM ALL SOURCES.
This is what I've got in mind so far. Will propose feats later.
The only way I can see it work is by buffing Tenacity. Its the only way I can see us having huge numbers in PVE, and not being 1-shot rogues in PVP.
Butters TR PVP
Heya pandora1x. Since you wrote so much, I'll let you be in charge of collecting any good suggestions for powers.
Butters TR PVP
First of all, thanks.
The Knives will stick around permanently as long as you do not teleport to them (Charges WILL NOT be refilled). Once you teleprot to at least one Knife, then a charge will start "Charging up" (via a 9 second cooldown) GWF threatening rush style.
When used on a player, it'll have the same effect as the current VP. You simply teleport to him, and yes. If you, let's say, mark 3 different players with the Knives and press the key rapidly, you will teleport to each one of them, like I said. A "Mini Fox Shift"
When used from stealth, planting your Knives will not break stealth, since it will let you some prep time, stealth lasts long enough so the 3 knives can be planted. So the ideal strategy would be to enter stealth, mark your locations/players beforehand. Then start your rotation.
I think we should have a balance between daze, slow, and stun. My suggestions balance between them as you noticed. (Wicked Reminder stunning is an example).
If they make that VP change I'll seriously be the happiest Rogue in history.
mi-un nerf impact shot
easy fix
It doesnt make any sense, at all. The PP is called WHISPER knife, not TRUCK knife.
Then perhaps we "whisper"knives should carry feathers and tickle our enemies while whispering dirty limericks in their ears. We'll change our designation to "kinky"knives.
How does that sound?
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
1.) 3 out of stealth encounters
2.) 3 in-stealth encounters
Cannot double-dip encounters. I.e. if you have shadowstrike in out-of-stealth counters, you can't have it slotted in your stealth loadout.
u realy have some nerv writing that
it means hes good with the knives and speaks to them so they do as he wants
not put them to sleep.
go google stuff and
eat some soup