test content
What is the Arc Client?
Install Arc

Official Feedback Thread: Trickster Rogue Changes

1568101148

Comments

  • valenswiftvalenswift Member, NW M9 Playtest Posts: 35 Arc User
    edited October 2014
    Agree, naicalus. And permastealth is even easier now and more powerful than before...At least in PVE.

    So, if they want to erase permastealth from the map... fail

    It's crazy...
  • shanmastahshanmastah Member Posts: 20 Arc User
    edited October 2014
    BUG: Return to shadows:
    I`m not sure why but it fill around 75% of stealth meter.
    In game tooltip says 25%, here is mentioned 50%

    Might be connected to total stealth, if i have 150% it fills 75%. Shouldn`t work that way


    Feedback: Return to shadows
    50% and more feel like too much, should be 20-25%
  • metatron53metatron53 Member Posts: 10 Arc User
    edited October 2014
    Feedback: i see tier 2 of each paragon are missing a 2nd feat
    how about one of these feats; Cunning Stalker - Action Rush - Sneak of Shadows
    also please replace Flashing Blades & Arterial Cut with Mocking Knave & Brutal Backstab.
  • mat44444mat44444 Member Posts: 116 Arc User
    edited October 2014
    FEED BACK TR PVE

    I HATE IT – and to say it because nobody else will - depletion of stealth from using at wills is trash, it does not work and will lose you your TR customer base. Let’s have SW lose15% mobility for every at will, CW lose an encounter for every at will, GF lose 15% block for an at will, and so on.

    The TR class and everything they do involves stealth – pretty much all of the benefits to damage from your changes come from, you guessed it stealth.

    For example – you state
    “Before we talk about the other changes, let’s talk about the big one. Perma-stealth is going to get much harder to play”

    Actually pick the right tree and paragon path and it’s easier to perma now – you can now have 3 encounters that refill stealth, and more feats that part refill stealth - so what you really mean is ranged PVP perma is now going to be harder to play. Or to put is another way WK is going to be harder to play – so just get rid of the paragon path if you hate it that much. And to prove that point – is it not the Whisperknife Disheartening Strike the only at will / encounter to take damage reduction – and the only damage that now takes longer to apply.

    With these changes you have destroyed the WK paragon path completely, but then it’s obvious from the changes that this was your intention, all of these changes are PVP orientated when the game is mostly PVE – so why not simply bar TR’s (or what seems more apt from your intention the WK) from PVP and leave them alone? 90% plus of the TR population would not care if you barred them from PVP – but go ahead and listen to the PVP population that pen to the forums everyday while waiting in Q’s for their next game, while the rest of the people are actually playing the game.

    Read the comments already posted – apart from PVP comments about how great it will be to one shot people, and how great it is to do one shot massive damage against target dummy, everyone hates these changes.

    Myself and my TR online friends have already decided to stop playing this class at least – since with these changes there is no point. Any effort and time put into building a character is wasted – I doubt you will read this, and I doubt you will listen if you do – and I am sorry for penning such a negative feedback about what obviously took a lot of effort and work upon your part to construct – but to use your own words – TR’s ands DC’s were going to receive some love, with the depletion of stealth from using at wills, this is not love. If you seriously want to remove perma from the game, just lose one of the encounters that refills stealth – job done.
  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited October 2014
    Return to Shadows

    EDIT: When soloing, it seems impossible since you'll never see their back..
    Unless you use the go to the back encounter skill.
    Feedback: 'While behind your target'
    With reference to the above post, this can work solo if you use a tank pet but it's certainly not reliable.

    Would it be too much if this was triggered off combat advantage?
  • shadowbunsliceshadowbunslice Member Posts: 175 Bounty Hunter
    edited October 2014
    naicalus wrote: »
    So. I said PvE TR was dead from reading the changelog. Have I seen the light and changed my tune after a day of running PvE TR?

    In short, no.



    The Stealth depletion on at-wills was a horrible idea when you tried to put it through a year ago during Mod 1, it is still a horrible idea now. This is not the way to break perma-stealth, it breaks everything *but* perma stealth.

    Further: Not only does the Stealth depletion on at-Wills need to go away, we need further durability changes for PvE:



    - This shows a complete and utter disregard for the needs of the class in PvE and is 100% about people whining about perma stealth in PvP. Keep the stealth drain for PvP then. But get rid of it in PvE.

    Just to reiterate "Keep the stealth drain in PVP. But get rid of it in PVE". Brilliant suggestion and would be behind it 110%. I might also add change or reduce First strike for PVP only as well. These two things would be a great first step in solving many of the issues people are having with TR on Preview in PVP and PVE right now. Maybe we should start a Poll lol.

    Most of the proposed changes come from feats. I'm guessing this is because feats are easier to modify than say for example powers. Executioner didn't really need a feat rework, Sabotuer and scoundrel probably did, especially capstone, scoundrel still does.

    Rogue really needed a extensive rework of stealth and encounters, and possibly dailies. I don't think we are going to get that.
  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2014
    As soon as Duelist's Flurry starts the stealth meter goes to 0. It's pointless to even try to use it. What's the point of Lurker's Assault prolonging stealth now, when attacking depleats the stealth meter faster than LS can refill?
    Make the dodge a bit shorter and give us a tqhird dodge. Increase our move speed a bit.
    The new first strike is ridiculous and it's only good for one shooting people in PvP. I don't find it very practical in pve.
    I find my damage pretty much the same as before, with my crit rate going down considerably. I don't feel that Lashing Blade has 50% more crit severity. I used to do around 20k damage from stealth, and that's what I'm doing now. Is it working as it should? Make Dazing Strirtke hit 5 targets.
    I know I'm rambling, and I apologize, but is this really what we get after waiting for so long?
    I hate dancing with Lady Luck. She always steps on my toes.
  • corayo78corayo78 Member Posts: 30 Arc User
    edited October 2014
    Just to reiterate "Keep the stealth drain in PVP. But get rid of it in PVE". Brilliant suggestion and would be behind it 110%. I might also add change or reduce First strike for PVP only as well. These two things would be a great first step in solving many of the issues people are having with TR on Preview in PVP and PVE right now. Maybe we should start a Poll lol.

    Most of the proposed changes come from feats. I'm guessing this is because feats are easier to modify than say for example powers. Executioner didn't really need a feat rework, Sabotuer and scoundrel probably did, especially capstone, scoundrel still does.

    Rogue really needed a extensive rework of stealth and encounters, and possibly dailies. I don't think we are going to get that.

    we don't even need to have stealth drain in pvp. just make it so ONLY cloud of steel drains stealth and perma-pvp will break because you can be seen and hit when close up.
    Further: Not only does the Stealth depletion on at-Wills need to go away, we need further durability changes for PvE

    WTB Improved Evasion, no damage on reflex save and 1/2 damage on failed save. Either that or ITC to give 75% AoE Resist even when not stealthed.
  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited October 2014
    Feedback: Stealth and incoming damage
    Having read a number of comments regarding survivability I wonder, is it time to rework Stealth so that it is independent of incoming damage? Similar to the GF block rework.

    Obviously at least Tenacious Concealment would need to be reworked as well.
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited October 2014
    corayo78 wrote: »
    we don't even need to have stealth drain in pvp. just make it so ONLY cloud of steel drains stealth and perma-pvp will break because you can be seen and hit when close up.

    Yes this right here. MANY problems would be fixed right there. And THEN you can put cloud of steel back to 12 charges. ( as we all know thats the reason they were nerfed to 8 in the first place)
  • shadowbunsliceshadowbunslice Member Posts: 175 Bounty Hunter
    edited October 2014
    corayo78 wrote: »
    we don't even need to have stealth drain in pvp. just make it so ONLY cloud of steel drains stealth and perma-pvp will break because you can be seen and hit when close up.

    Sorry my friend but I don't think you've fully thought through the implications of this with the new feats.

    While stealthed and specced for PVP, base damage on my lashing blade is a little over 7k, GC is around 3.5k, flurry from tooltip is 1.5k. Flurry from tool tip is 1.5k but the actual base damage from JUST the flurry phase is 12k. Yes, that's right, Base damage of just the flurry phase from flurry is MUCH higher than lashing blade. On live this isn't as noticeble, because flurry doesn't auto-crit, lashing does. But if both auto-crit then flurry would do more damage(including the bleeds) than lashing blade would, even with the +50% severity to lashing on preview.

    Now in PVP, add either shadow of demise or shadowy opportunity to that and it's too much. As much as I love Flurry in PVP, I have to be honest and say that it would be too much, for PVP, for PVE it would be about right.

    On the other hand 15% stealth drain is also way too much. Even at 5% stealth drain 1 flurry is going to eat your entire stealth. If your have max stealth, which is around 9 seconds. Flurry takes about 4 seconds to perform + 60% stealth drain and your entire stealth is gone. If, however under these conditions Flurry is doing all that extra damage, then it's pretty fair. 5% would still be too much for PVE however.
  • ikapamkikapamk Member, Neverwinter Beta Users Posts: 294 Bounty Hunter
    edited October 2014
    As a current, but unlikely future, scoundrel player, I agree with morenthar in that it needs AP gain again. It also should have some armor debuff, too. As I and many others have already said, the microdazes/"net lag" need to be reworked.

    Right now, scoundrel is only viable as part of a hybrid
    Carpe Jugulum
    Sharra Del'Armgo - SW Trapper Hybrid HR
    Ogghra Bar'Ghuzumn - MI Scoundrel TR
    Vænna Thrymskjöldr - IV Protector GF
  • l3g10nna1rel3g10nna1re Member, NW M9 Playtest Posts: 372 Arc User
    edited October 2014
    Upon reading the changes and copying my 15k TR over and testing it on Dummys and mobs Single and aoe I must say changes are quite good however one thing I DO NOT agree on is the stealth drain the TR is a Stealth Class You cannot change this without taking away what it fundamentally means to be a Trickster Rogue its like LOTRO all over again when the people from PVP side complain about a skill and PVE suffers please do not change the stealth depletion if you do please only change it for PVP not PVE

    IF you are going to change it please

    1: Make stealth Out of Combat full time
    2: IF the change is going to go ahead When pressed 5% per tick not 15%
  • kweassakweassa Member Posts: 2,390 Arc User
    edited October 2014
    Upon reading the changes and copying my 15k TR over and testing it on Dummys and mobs Single and aoe I must say changes are quite good however one thing I DO NOT agree on is the stealth drain the TR is a Stealth Class You cannot change this without taking away what it fundamentally means to be a Trickster Rogue its like LOTRO all over again when the people from PVP side complain about a skill and PVE suffers please do not change the stealth depletion if you do please only change it for PVP not PVE

    The TR is NOT a "stealth class".

    It's a class that makes use of stealth as one of its many arsenals. There's a difference. In that sense, the current changes are a step in the right direction. Currently in live, TRs are like stealth junkies. They need to take stealth as often as possible, otherwise they get the shakes, they can't do anything. The total stealth dependancy is ultimately our downfall.

    Stealth has been adequately reduced and suppressed, so that now it offers an opportunity to either land a few free-shots in and/or reposition oneself tactically. In other words, you can't do the "neener neener I can attack you indefinately, but you can never see me" any more.

    The problem we face is this: at this moment which the TR has finally stepped out of its total stealth dependancy, it now faces the dangers of both PvP and PvE in a raw, naked state. Stealth is no longer a total offense-defense combined into one. It is limited to short bursts.

    That means in most of the cases the TR now has to face enemies while in plain sight.

    Can we do that? No. We can't.

    The base performance of the TR -- particularly defense, is still much too weak. This is the main problem we face.

    As I've mentioned before in a feedback, many changes have been provided in terms of increase in DPS, but no changes AT ALL towards defense.

    It is plenty understandable why the PvE populace are so angry. Up to date, they've been relying on the very simple mechanics of; (1) stay in stealth (2) spam at-wills (3) mob dead. Now that's gone. Encounters themselves often do not cut it when there are multiple enemy mobs -- strong ones -- incoming. You can't spam attacks from stealth now, so in most cases you also need to face them with your bare, naked, visible <font color="orange">HAMSTER</font>... and you can't do that.

    Asking to go back is not going to happen. The developers clearly did not come all this way so we can whine our arses off to go back in time. The best thing we can do is accept the reality, and come up with ideas and feedback that can make this work.

    And it is my belief, that the first thing we need, is beefing up the basic spec/parameters/capabilities of the TR as a fighting individual.

    Need to be stronger, faster, evade more quickly, slip away from attacks, and retaliate with ease. That's what we need -- not the WAAAAAAH Gimme my stealth back" tantrum <font color="orange">HAMSTER</font>.
    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.'
  • jackisarn1jackisarn1 Member Posts: 1 Arc User
    edited October 2014
    i was playing the test server for a while now, and all i have noticed is a massive nerf, i was really starting to enjoy the game and my tr. every other character was almost double as good as tr, perma stealth was the trs only choice to survive and it was not easy to play, you cant just spam the keys and kill some like every other class, you really needed to try to be able kill your enemies. yes tr has a little more damage now but its pointless, every other character will just destroy you before you even get a chance to do anything for example if ur fighting a cw u will get stun locked then ur dead, if ur fighting a gwf u will get stun locked then ur dead, if ur fighting a gf you will get stun locked then ur dead, if ur fighting a hr you will get hit twice then ur dead, if ur fighting a sw they will move around use the beam then ur dead, thanks for nothing, you need to fire at least half of ur staff now, i watched 3 tr's in test server say they are leaving and gave away all their items in the normal server within an hour, i will be doing the same, be sure to watch trade for some free items, looks like its time to reinstall dc universe, i know for a fact that i will never have to deal with major changes in their game that forces you to play a different style and change ur spec every time a new update is released. i wish you all the luck with this game ur going to need it.
  • niteingaleniteingale Member, NW M9 Playtest Posts: 51 Arc User
    edited October 2014
    kweassa wrote: »
    The TR is NOT a "stealth class".

    ...

    I, totally agree. As a purely PvE TR I don't use stealth much, only to re-position, score a crit with LB or use ITC. However, having no problem with stealth drain, I do see a problem with the change to ITC and no changes at all to our mobility and poor dodges. We absolutely need more speed and better dodges as a defense mechanism. The current two rolls are too long and always leave you too far from your target (unless you're a WK). How about making three shorter dodges? Also the delay at the end of the dodge roll needs to go away. We absolutely need to be faster and more difficult to target - after all we should be the acrobats among classes.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited October 2014
    Feedback: Saboteuer


    Some of the encounters need to be tweaked to be in use with the main mechanics of Saboteuer more adequately, the prime example being PotB. Now, PotB is beginning to show more and more problems as it is essentially a living, breathing case of the "passive, auto-attack" powers that most people feel needs to be addressed.

    It is obvious that when the capstone feat, [One with the Shadows] was envisioned and designed, the developers never took into consideration the existence of encounters with persistent effects. What happens is when PotB is engaged with OWTS, the power kicks into action at its double-speed, stealth version, but your stealth is refilled and remains constant. Since encounters don't drain stealth meter, unlike at-wills, the PotB hits at double speed -- twice per second -- with:

    (a) 15~20% damage buff from Combat Advantage
    (b) max 25% and slowl diminishing damage buff from Ambusher's Haste
    (c) 75% of your weapon damage with each hit (375 for most people) that is piercing damage from Shadowy Opportunity
    (d) all the rest miniscule 5% damage buffs in place
    (e) 100% critical due to stealth


    ...you do the math on what this does to people. You don't even need to do anything. Just engage it from stealth and walk around for 10 seconds and your target is just shredded to bits.



    Obviously, there are more overlooks and big and small design flaws the developers need to weed out. In case of PotB, my opinion is the whole power itself is a design flaw in the first place, and should be changed to reward active, aggressive combat action, and discourage the current passive, automatic nature of the power.

    My suggestion with PotB is constant -- either change it into a more "active" version, or respect the D&D 4th lore.

    ■ "Active" version: change it into a time-limited attack option which works exactly like Piercing Blades -- additional attack damage with every melee attack you make. This requires you to actively seek out and attack enemies for the effect to take place, instead of the current dumbshi* "I walk around and my opponent just keels over" or "dance around all stealth nearby you is peeled" pile of cheesy crapheap.

    ■ "Lore" version: activating power gives you "aiming queue" like IBS or Seismic Shot. Aim and fire, and the TR charges along the aimed path, and stabs and stuns all enemies caught in its path, the TR being IMMUNE to damage and CC while on the move. This version more closely matches what it is like in actual D&D4th.
    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.'
  • demonmongerdemonmonger Member, NW M9 Playtest Posts: 3,350 Arc User
    edited October 2014
    Feedback:
    I would suggest critical strike happens not when you are in stealth.. but whenever you have combat advantage.
    This is more in line with how tr should work
    [SIGPIC][/SIGPIC]
    I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
  • kweassakweassa Member Posts: 2,390 Arc User
    edited October 2014
    I would suggest critical strike happens not when you are in stealth.. but whenever you have combat advantage.
    This is more in line with how tr should work

    You mean "from rear-side", right?

    That's actually a pretty neat idea.
    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.'
  • asthazarfasthazarf Member, NW M9 Playtest Posts: 167 Arc User
    edited October 2014
    kweassa wrote: »
    Need to be stronger, faster, evade more quickly, slip away from attacks, and retaliate with ease. That's what we need -- not the WAAAAAAH Gimme my stealth back" tantrum <font color="orange">HAMSTER</font>.
    niteingale wrote: »
    We absolutely need more speed and better dodges as a defense mechanism. The current two rolls are too long and always leave you too far from your target. (unless you're a WK).

    Have you tried dodging towards (into) the enemy, instead of away from it? Dodging in the red counts as a dodge also... you take no damage, and are right where you're supposed to be for your next hits... requires a bit of timing, which is different for some AoEs, but so far managed it wherever I tried it. (just noticed this a few weeks ago, myself)

    Unless the red area is followed by a DoT effect, such as the poison cloud from Charthraxis. In that case dodge the hell away, lol :P
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited October 2014
    kweassa wrote: »
    Feedback: Saboteuer



    (a) 15~20% damage buff from Combat Advantage
    (b) max 25% and slowl diminishing damage buff from Ambusher's Haste
    (c) 75% of your weapon damage with each hit (375 for most people) that is piercing damage from Shadowy Opportunity
    (d) all the rest miniscule 5% damage buffs in place
    (e) 100% critical due to stealth


    ...you do the math on what this does to people. You don't even need to do anything. Just engage it from stealth and walk around for 10 seconds and your target is just shredded to bits.



    Obviously, there are more overlooks and big and small design flaws the developers need to weed out. In case of PotB, my opinion is the whole power itself is a design flaw in the first place, and should be changed to reward active, aggressive combat action, and discourage the current passive, automatic nature of the power.

    FALSE! POTB does NOT proc piercing damage or any feats at all.
    Does not proc piercing 9shadowy opportunity)
    Does not proc return to shadows/one with the shadow
    does not proc the +25% bonus damage feat while in stealth.
    does not proc weapon enchants.

    nothing.


    Shadow strike instead procs one with the shadows....and this is sad.
    A refilling encounter should not trigger a refilling feat with 20 sec internal CD
  • notsheriffsrsnotsheriffsrs Banned Users Posts: 396 Bounty Hunter
    edited October 2014
    WhisperKnife feedback:

    I tested that paragon for the first time since module 2 and it's pure <font color="orange">HAMSTER</font>.

    Vengeace's pursuit's mark needs to last either 30 seconds or forever.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited October 2014
    Feedback: Cloud of Steel and Whisperknives
    This one's a very direct and easy-to-understand feedback/suggestion. Why does our CoS has only 8 charges, reduced from what formerly used to be 12?

    Because before, the long and repeating stealth made it possible for people to spam CoS in stealth, which hit longer and harder for 12 streaks. Now, this is no longer the concern since the system does not allow you to spam long streaks of CoS from stealth. The stealth itself being limited, you find yourself more and more having to fight without any stealth.

    The problem is, Whisperknives are basically specialized (at least, by the looks of Paragon powers and features) for ranged knife-throwing type of combat:

      paragon encounter is a ranged power
      paragon at-will is a ranged power
      the first paragon class feature increases ranged attack damage
      the second paragon class feature flings knives while doing a daily
      the third and final paragon class feature gives you (shi**y amounts, but still) ranged damage resistance

    WKs are usually limited to longer fighting ranges due to lack of ITC, with the CoS/DHS setups becoming more and more preferred over the last few months since the disclosure of variety of WK-perma tactics coming from wonderful players. For WKs, encounters are limited in use through generally long cooldowns, and the 1 melee + 1 ranged at-will set-up is usually better optimized for Master Infiltrators, as their ITC offers opportunities to mix in close-ranged fights despite CCs and heavy attacks flying around everywhere

    ...and in this kind of environment, more and more WKs including myself are finding that 8 knives just isn't enough to fight ranged. After a few throws, your 8 charges are gone, and while powerful the DHS still ticks only once per second at a steady rate. Compared to that, the MIs have the exact same number of CoS charges, and wield a far more powerful weapon that has been recently buffed to extreme usefulness (Gloaming Cut).


    Suggestion
    Whisperknives are still considered to be vastly underpowered compared to MIs. OK, fine. We're never gonna get a utility as powerful as ITC unless we get ITC ourselves. Then so be it. Then let the Whisperknives do something that the MIs can never do -- throw knives like crazy, which hurts like hell.


    ■ Dagger Threat: let this underperforming class feature be something useful for WKs
      effect distance increased to 30' (up from 20')
      increase damage of projectile attacks by 10/20/30% (up from 5/10/15%)
      increase the charges of CoS by 2/4/6 (so the charges are up to 10/12/14 shots)
      if increasing the number of charges cannot be done, then alternately decrease the regen time of CoS charges by 1.0/1.5/2.0 seconds
    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.'
  • kweassakweassa Member Posts: 2,390 Arc User
    edited October 2014
    Shadow strike instead procs one with the shadows....and this is sad.
    A refilling encounter should not trigger a refilling feat with 20 sec internal CD

    I don't see any problems with that one, but the real problem is OWTS proccing when you're already full stealth meter. This makes it counter intuitive especially with certain ranged encounters that is sometimes fired off at the beginning of the fight (like VP or IS for example).

    IMO OWTS should be consumed only when the stealth meter is not full.
    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.'
  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited October 2014
    Ok, this is getting a bit obscene.

    I already mentioned this before, but it seems I need to spell it out for some of you people. Here are some facts that so many of you people seem to be missing:

    1) At-wills drains stealth, but you do not lose stamina when dodging while in stealth
    2) Shadow Strike allows you to use stealth repeatedly while in combat
    3) There are two feats from the Saboteur paragon path that -every- TR without a pocket GF/DC should consider getting - Shady Preparations and Knife's Edge. With Shadow Strike and Invisible Infiltrator you are basically looking at a 35% reduction to your CDs, or 25% without your initial stealth bar. Since Sabo is your stealth-focused paragon path, it only makes sense that if you're looking for more survivability then you should dip into this paragon path
    4) WKs have their ranged thing going, while Master Infiltrators have this class feature called Invisible Infiltrator. This class feature refills your stealth bar when you use a daily. The interplay between this class feature, Shadow Strike, Shady Preparations and Knife's Edge is amazing on a Master Infiltrator, significantly improving your survivability and reducing the cooldown of your encounters
    5) The new name of the game is stealth spam. It's different from perma-stealth - the point is to get in, deal damage, and then get out over and over again
    You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited October 2014
    asthazarf wrote: »
    Do you have the slightest idea just how much damage you gave me? Combine what I quoted, think about 9k power, and tell me just which class can not be one-shot by a +50% crit. sev. + 15% CA Lashing Blade at 18k power. Or which mobs won't be decimated by 7 knives (Blitz) at +20% damage from 18k power... seriously, whoever whines about this is trolling big time. You're turning TRs into GWF-CWs and you'll start to nerf them as soon as you see everybody else either quit the game or turn to TRs.

    EDIT: EVEN BETTER! go stealth, do a nice Whirlwind in the middle of a party with 100% power from First Strike, go back in stealth and give whoever's left standing a nice Lashing Blade at double the power in case you hit all 5 targets with the Whirlwind! Hell! If more than one is left standing, Blitz them to hell with that 20% extra damage and the double power!

    You took away some of our damage and unwillingly gave us perma stealth last time you worked on us, but this time you're allowing us to go around 1-2-shooting people. While this'll work great in PvE, PvP will be crawling with TRs... the rest won't even try anymore.

    I really don't mind, since my main is an Executioner, but you'll be getting some terrible whining on this, mark my words.

    All your words match my thoughts!

    Either this makes us, other class players quit PVP for ever or we will all make a TR!

    This is by no means a nerf, these things all together are a huge boost! 100% crit severity in stealth LOL. No need to read further, but i did.

    The damage alone is huge, now pair it with a perfect vorpal or bilethorn!

    Would love to hear a Dev, how should a squishy char survive all these? Reward for what, what do the other classes get as a reward? Instant death. LOL

    PVP is unbearable nowadays except a few classes, with this the perma era will go on, just a bit in changed fashion.

    Bye bye PVP or let's all roll a halfling TR and welcome to clone wars. A game with diversity should not only favor a few classes.

    My guild has nearly 500, but only 2 of them play occasionally PVP, one is me, i can hardly get anyone to PVP, not even the artifact or the AD is enough nowadays to lure them in or if they come, than just to get those two and as soon as they got it, they go back to just PVE. Don't think these changes will attract them to come and join PVP!

    This won't bring life to PVP, but bury it deep. One thing will be easy though, controlling PVP with just 1 or 2 classes will be super easy. LOL
    The real honest man is honest from conviction of what is right, not from policy.
    Robert E. Lee

    I only believe in statistics that I doctored myself.
    Winston Churchill

    The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
    David Icke

  • crollaxcrollax Member Posts: 255 Arc User
    edited October 2014
    OK!!!!!!!!!!!!!!!

    have done test everything.

    first of all i have a question:: why do u buff that much GC? i have tried to improve my capability on DF for 1 year while im getting kill by OP GWFS, OP CW , OP HR , OP DC they all have been op since 1 year and trs never got it... we had one atwill name is DUELİST FLURRY i train on it and even tho if i get **** by all other classes i tried to learn and improve..

    ok now what happened ?? your low quality pugs cry to DF and cant use DF properly thats why people dont play TR. yea?

    who care about my time? ive just waste maybe 100 hour on just dummy to train myself now there is a random TR's come with GC and can kill me. who the *** need GC this **** barlone or wtf his name disappeared TR if u know how to play i offer u 1v1 for anything.. u are <font color="orange">HAMSTER</font> and u made <font color="orange">HAMSTER</font> **** all tr's u dont know any skill about game or anything random forum HERO...

    i can use also GC and destroy ppl i dont cry on it (actually i use) but why u kill DF????
    let people practise and get used to on skills why u make so easy to play with TR????
    do u need to let pug pay more AD and gear up TR????
    STOP THIS STOP RUIN GAME!!!!!!!!!!!!!!!!!

    its <font color="orange">HAMSTER</font> wonderfull game WORTH IT DEVS!!!!!

    ++

    in this game so many snap Class players.. they just play with OP classses there was tons of CW,HR,GWF look first 100 page of LB and see how many TR there

    why??? because its <font color="orange">HAMSTER</font> sick hard to play and people wanna push back their ego with <font color="orange">HAMSTER</font> op classes

    make whatever u want i can kill any of these any tr who talk here. ive never even need a buff on TR i was so easy handle JUST U HAD TO NERF HR PEIRCING NOTHING MORE tr werent need buff at all.. yea u think we need cause of pug cry and u buffed

    BUT PLS AT LEAST TRY TO BUFF HARD SKILL CAPP DONT LET ALL <font color="orange">HAMSTER</font> CAN BE HERO ON THIS CLASS

    MAKE PEOPLE PRACTISE WORK ON ATWILLS (DF) LET THEM LEARN SOMETHING NOT OPEN A TR AND GC PEOPLE 20K

    ++++

    we were need this:
    -stealth close/open
    -buff little on DF
    -NERF HRS (most <font color="orange">HAMSTER</font> class ever come on game ıs HR) in match i go stealth and doesnt mean anything for hr cause he just fallow me all time and its impossible to stand on node more then 20sec even if u are GOD cause if hr is good just kill u in 2 rotation MAX.
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited October 2014
    LOL the OP DC made me laugh! Sorry i think you never played a DC.

    BUT in many things you are right, we have some threads on this forum regarding PVP and all ask for nearly the same, yes plz dear Devs let us, the normal players have our own Gear Score fights and let's avoid the PUG vs Premade matches too. I don't know, how many times i just had to hear from fellow guildies, that they leave PVP, just because of the elitist nonsense. A money warrior vs a casual player or a 6k vs a 20k LOL, most of the time i am either raging here in front of my pc or just laugh about it, it's so painful ironic. Sure if one gets stomped in the ground he will either quit PVP or pay to get even, but believe me as a GM in my own guild, that most leave and not just PVP...

    These two things are an ease to program and they would at least bring back or keep new players.

    Then a few maps and styles yes, please it can't be so hard or if you don't have time, let the community take care of it. Can't mention a very well known strategic ww2 game, where the games first part was soled and nearly buried, if it were not for the community, who constantly makes mods and maps and they allow it. The sequel took on the same form and it lives. A few test runs from either side can tell, if the map is good or bad. If it turns out the be a one sided map, the community will give it a low ranking and bang it can be thrown out or no one will play it. Actually nothing to loose, we all could win!

    And balance, all classes should be able to kill in PVP, not just a few and the others are the crash test dummies for them or for the elitist players. The achievements should be coordinated according to a specific class, asking a DC to fulfill the Triple Kill, just to become Dominion Champion. LOL
    The real honest man is honest from conviction of what is right, not from policy.
    Robert E. Lee

    I only believe in statistics that I doctored myself.
    Winston Churchill

    The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
    David Icke

  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2014
    tyrtallow wrote: »
    Ok, this is getting a bit obscene.

    I already mentioned this before, but it seems I need to spell it out for some of you people. Here are some facts that so many of you people seem to be missing:

    1) At-wills drains stealth, but you do not lose stamina when dodging while in stealth
    2) Shadow Strike allows you to use stealth repeatedly while in combat
    3) There are two feats from the Saboteur paragon path that -every- TR without a pocket GF/DC should consider getting - Shady Preparations and Knife's Edge. With Shadow Strike and Invisible Infiltrator you are basically looking at a 35% reduction to your CDs, or 25% without your initial stealth bar. Since Sabo is your stealth-focused paragon path, it only makes sense that if you're looking for more survivability then you should dip into this paragon path
    4) WKs have their ranged thing going, while Master Infiltrators have this class feature called Invisible Infiltrator. This class feature refills your stealth bar when you use a daily. The interplay between this class feature, Shadow Strike, Shady Preparations and Knife's Edge is amazing on a Master Infiltrator, significantly improving your survivability and reducing the cooldown of your encounters
    5) The new name of the game is stealth spam. It's different from perma-stealth - the point is to get in, deal damage, and then get out over and over again
    Even if those tings were not bugs that will get fixed at some point, we are a DPS class, not a run around uselessly while other classes do all the damage class. Perpetually avoiding attacks wile in stealth will not help in any way. Having infinite dodges won't get you into parties. Secondly you're just talking about some cheesy PVP nonsense that most players don't care about.
    I hate dancing with Lady Luck. She always steps on my toes.
  • dakburdakbur Member Posts: 152 Bounty Hunter
    edited October 2014
    WhisperKnife feedback:

    I tested that paragon for the first time since module 2 and it's pure <font color="orange">HAMSTER</font>.

    Vengeace's pursuit's mark needs to last either 30 seconds or forever.

    Vengeance Persuit

    I think VP mark should last ~10-15 sec, but should be a DoT with ~10-15 sec CD. This way, you can usually have a 'single' CC break w/gap closer every 10-15 sec & it still keeps DPS going.

    When you activate the teleport portion, it should proc all remaining DoT's instantly... this way, there is no penalty for waiting to break CC/teleport or doing it immediately...

    To fix the problem where we teleport to where the target 'was' it should apply a micro stun (0.5-1 sec) upon teleport activation so we don't attack empty air... either that or increase the attack range to 15 ft.
This discussion has been closed.