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Mod 5 TR collaboration!

fungchaofungchao Member Posts: 55
edited September 2014 in The Thieves' Den
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.

:D
Shiva TR PVE
Butters TR PVP
Post edited by fungchao on
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Comments

  • fungchaofungchao Member Posts: 55
    edited September 2014
    My one proposed changes for powers: Bait & Switch nolonger refills stealth
    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.
    Shiva TR PVE
    Butters TR PVP
  • crusherbeastcrusherbeast Member Posts: 426 Arc User
    edited September 2014
    This is not TR consensus this is another nerf thread. Cap stone as nerfed effect of skill? That is so ridiculous. This topic you should have created in CW forum or any other as list of nerfs you want for TR.
    Tairev-TR(All kind of killing tools)
    Asha-DC(Faithful-Anointed Champion)
    Vilgefortz-CW(Thaumaturge-balance)
  • fungchaofungchao Member Posts: 55
    edited September 2014
    This is not TR consensus this is another nerf thread. Cap stone as nerfed effect of skill? That is so ridiculous. This topic you should have created in CW forum or any other as list of nerfs you want for TR.

    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.
    Shiva TR PVE
    Butters TR PVP
  • crusherbeastcrusherbeast Member Posts: 426 Arc User
    edited September 2014
    Cap:
    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.
    Tairev-TR(All kind of killing tools)
    Asha-DC(Faithful-Anointed Champion)
    Vilgefortz-CW(Thaumaturge-balance)
  • zalathorm1zalathorm1 Member, Neverwinter Beta Users Posts: 30 Arc User
    edited September 2014
    I'd like to see us come up with some sort of AOE invulnerability that can be toggled or used (like ITC), but more easily accessed. This can have different effects in PVE and PvP for balance. My suggestion is to tailor it around our basic stealth mechanic.

    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
  • kweassakweassa Member Posts: 2,390 Arc User
    edited September 2014
    Cap:
    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.

    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.
    1. The original, first big "meta" of TR PvP was the stealth-burst. Ultra defense + ultra offense. So they nerfed burst damage down.

    2. With the burst damage going down, TR shows too many weaknesses in the defense. No utility, no CC, melee-unfriendly environment, important at-wills like DeftStrike changed to encounters, etc etc.. so the TRs are still holding on to the one thing they have -- stealth, and finally come up with a build/tactic that allows either; (a) total invisibility, or (b) limited visibility, but "impossible to catch" during the time.

    3. Permas and semipermas come up on the seen. With this new build/tactic, much to the developers' dismay, TRs still dominate in PvP. But they decide not to touch the stealth factor. So, what balancing is there when a certain class is either 100% invisible or sometimes visible but nearly invulnerable when visible, and the developers will not nerf that?

    Answer: nerf more powers, more damage, more all around

    4. So finally we're at mod4. TRs are still goddarn permas and semipermas, as we hold so dearly, with the nerf-bat hitting us in all the other areas. The only way to "balance" a permanently/semipermanently invisible class to come less threatening to the games balance, is to make it matter less. There you have it. The hellhole we're in.

    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.
    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.'
  • zalathorm1zalathorm1 Member, Neverwinter Beta Users Posts: 30 Arc User
    edited September 2014
    kweassa wrote: »
    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.

    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.
  • fungchaofungchao Member Posts: 55
    edited September 2014
    Cap:
    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.

    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 :D
    Shiva TR PVE
    Butters TR PVP
  • yoadoadyoadoad Member Posts: 182 Bounty Hunter
    edited September 2014
    Well, Your basic desire is to get rid of perma-stealth, or at least make it that if you want to be perma-stealth you need to choose one specific path, correct?

    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.
  • fungchaofungchao Member Posts: 55
    edited September 2014
    yoadoad wrote: »
    Well, Your basic desire is to get rid of perma-stealth, or at least make it that if you want to be perma-stealth you need to choose one specific path, correct?

    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
    Shiva TR PVE
    Butters TR PVP
  • vteasyvteasy Member Posts: 708 Arc User
    edited September 2014
    Agree with moving the daze to stun. Daze is very inefficient for TRs.
  • mxtimemxtime Member Posts: 316 Bounty Hunter
    edited September 2014
    this is mostly pve game so without huge dmg buff its not going to work.
    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
  • f2pmaf2pma Member Posts: 665 Arc User
    edited September 2014
    mxtime wrote: »
    this is mostly pve game so without huge dmg buff its not going to work.
    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
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited September 2014
    It couild be so nice if we could get some ideas and agreements on this topic instead of the usual e-peen contest.
    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.
    2e2qwj6.jpg
  • pindaoppindaop Member Posts: 117 Arc User
    edited September 2014
    reiwulf wrote: »
    It couild be so nice if we could get some ideas and agreements on this topic instead of the usual e-peen contest.
    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
    we need insane dmg never seen before

    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
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited September 2014
    some "insane damage" was exactly why we were nerfed in the first place, I don't see how that would fix anything. We would just get nerfed again like it already happened.
    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.
    2e2qwj6.jpg
  • dakburdakbur Member Posts: 152 Bounty Hunter
    edited September 2014
    reiwulf wrote: »
    some "insane damage" was exactly why we were nerfed in the first place, I don't see how that would fix anything. We would just get nerfed again like it already happened.
    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...
  • orapheloraphel Member Posts: 10 Arc User
    edited September 2014
    Idea. For WKs, a feat in the Executioner tree increases the damage done to an enemy marked with Vengeance's Pursuit. The mark should also be a lot more visible, so that the enemy knows that they are the target.
    For MI, I dunno. I do want WK Execs to be better than MI Execs, though. Vice versa for Saboteur.
  • pandora1xpandora1x Member Posts: 725 Arc User
    edited September 2014
    My suggested reworks.

    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.
  • shunterinoshunterino Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2014
    Recently the Devs have been applying player-only reductions (e.g. damage/control against another player is 50% what it is against mobs etc.) as a way to balance powers. I think this might be how TRs could get back their old damage output without HAMSTER over PVP. Make it so powers like LB or Lurker's have their pre-nerf levels, but a reduced effect against other players.
  • edited September 2014
    This content has been removed.
  • fungchaofungchao Member Posts: 55
    edited September 2014
    reiwulf wrote: »
    some "insane damage" was exactly why we were nerfed in the first place, I don't see how that would fix anything. We would just get nerfed again like it already happened.
    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.

    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.
    Shiva TR PVE
    Butters TR PVP
  • fungchaofungchao Member Posts: 55
    edited September 2014
    pandora1x wrote: »
    Powers

    Heya pandora1x. Since you wrote so much, I'll let you be in charge of collecting any good suggestions for powers.
    Shiva TR PVE
    Butters TR PVP
  • pandora1xpandora1x Member Posts: 725 Arc User
    edited September 2014
    Good and pertinent questions, let's answer by pieces...


    magenubbie wrote: »
    I found this one the most interesting of your suggestions. It sounds like the divinity switch DCs have and I like the idea.

    First of all, thanks.

    My first concern is that the 3 charges won't be used unless you allow those knives to stick around for quite a while. I"m assuming your idea is to either provide an escape route or a safe path to your target. Especially for the escape route it's required the knives stick around for more than say 20 seconds. Anything shorter and the whole idea of planning ahead is useless.

    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.

    My second concern is what happens when it's used on a player? Would you move from the first player to the second when both knives are used? Would the first dagger still have the skill interrupt? I'd rather not lose that interrupt feature as it's one of the only 1o1 "tricks" we have, but I'm fine with moving that to the paragon feats in one of the trees if it gives us a decent chance to interrupt with at-wills when maxed out.

    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"

    And lastly, would there be any difference when used from stealth or not and should it break stealth? You'll get little time to set up an escape route while you're out of stealth.

    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.
    For now I'd like to add that the whole daze and slow thing has to go. It serves no purpose in keeping our target pinned, which is what we require to make our kills. I would like to see them replaced with either root or stun, whichever isn't too OP, but does enable us to keep our target within reach. Obviously I'd prefer stun, since the target can't fight back.
    I'll sleep on the rest of your ideas, but they look like a good start.

    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.
  • orapheloraphel Member Posts: 10 Arc User
    edited September 2014
    pandora1x wrote: »
    <change to VP>
    Though I do agree that VP needs a rework, this doesn't feel very pursuit-like. In my eyes, Vengeance's Pursuit should be a chasing or mark-for-death kind of skill, not a trickery or escape skill. That said, I would love to see this as a completely new power in TR's arsenal. Maybe as a base TR power, so that MIs have access to it too.
  • mxtimemxtime Member Posts: 316 Bounty Hunter
    edited September 2014
    wk - burst instead of dot
    mi-un nerf impact shot

    easy fix
  • dreamhuntressxdreamhuntressx Member Posts: 453 Arc User
    edited September 2014
    mxtime wrote: »
    wk - burst instead of dot

    (snip)

    It doesnt make any sense, at all. The PP is called WHISPER knife, not TRUCK knife.
    Leanan Sidhe (not "The Dresde Files" fairy!) - NW Legit Channel Moderator
  • kweassakweassa Member Posts: 2,390 Arc User
    edited September 2014
    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?
    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.'
  • bananachefbananachef Member Posts: 0 Arc User
    edited September 2014
    2 different encounter loadouts similar to HRs
    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.
    2 GWFS, 3 TRs, 2 GFs, 1 HR, 1 CW
  • mxtimemxtime Member Posts: 316 Bounty Hunter
    edited September 2014
    It doesnt make any sense, at all. The PP is called WHISPER knife, not TRUCK knife.and im not feeling well

    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
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