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Everything posted by pawned
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Thats towards the GvGs fights. In Arena it is much worse.
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Well only thing you can do with Rogue is to be in backline and be throwing knifes. There your job ends.
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Yes but No. Surely you can pick your target but where ? max in open world. In arena or GvGs your are just instantly pulled out of stealth or stunned with all the AOEs (You are getting hit for example by rangers AOE while in stealth just because u are near). Nowadays Druids , Rangers, Mages and BDs are in every single arena matchup. How you wanna pick a fight when you cant event get close to them because AOEs are all over the place and the moment you jump in its gg for you? I would understand having this survivability if Rogue had Broken damage and would be one tapping everyone around, but thats not the case.
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Yeah, they hit more. But i just wanted to show / mention that all its needed is to make one autoattack on rogue that Ultra super duper "shield" is gone.
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Well it is if you face other damage classes, doesnt matter the scenario you are in. skill is not long enough to cover the damage dealt to you when stunned for example. Normal full geared rogue, with a HP book + Rum + Dmg and HP buff has like 11k hp. So as "Shield" activates after taking damage equal to 10% of your hp (which is like 1.1k dmg). Now im kinda confident to say, 1.1k on a Rogue is dealt by every damage class just with 1 autoattack... then you get stunned, bursted and you are gone.
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Kinda weird answer but i cant expect much on Warspear forum anyway. It is what it is. Suggestions, complains were and still are being addressed all over the place for years ( Doesnt matter which forum / Discord you open ENG / BR / RU). Still they are not giving a shit about it (Thats why Rogue / Game is in this trash condition). PvE is outdated, mobs are having 10k HP which is you kill with 1click of a skill in the end game even without Talents / branches. I dont see a reason going for it. I have not seen a single Rogue complaining that he is not dealing Enough damage in PvE world (Not including raid bosses because thats a whole diff. chapter) even without branches. With a proper stats you will not struggle at all.
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I have just explained that Dodge / kick are not as good as ppl claim they are (based on how i see people describing they are). Very limited / situational usage of those which doesnt suit "Meta" for few years already. Im not greedy at all. Not me or any other Rogue player here is asking to make Rogue broken, 1 shot people with use of 1 skill or solo jumping into 20people and nuking them and tanking all that damage. We are only complaining and asking for a normal survivability and to be on the SAME page as any other class in the game... NOT TO BE ABOVE THEM. If you look on any other Damage class in the game. ALL of them got multiple skills / talents for a survivability, which allows them to withstand some damage. (Nope... reflexes are not saving your ass). Classes have higher damage than rogue, can withstand a damage, can heal good amount of HP, having Dmg reduction / resist skill, shield or whatever else there is. So why we should not have that too ? And to which key talent are you referring to ? The Right branch which is the most useless one for all types of PvP content and only decent in PvE where damage doesnt matter anyway ?
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Would rather have Jump to be Targetless skill. Dont need to copy seekers speed in Invis
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isnt there a BM with movement speed without cat as well ?
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Kick / dodge build is outdated and not being used for some time. Meta / skills and playstyle of classes has changed over the years, while Rogue is still standing on the same spot. Its not only about the KICK itself. If you want to run dodge build you have to ditch a damage as you have to invest skill points into KICK / dodge / Gouge / Stealth (preferably have them maxed to have some use of it), Then upgrading Extermination + Reflexes. Now you can count and see with how many Points you are left (note that you have 0 dmg skills upgraded yet). As a "BURST class" and not playing with a DMG skills is a big yikes, right ? There is no room for Rogues to play with this setup anymore. if you are getting hit that high, be sure you are not surviving till next proc of reflexes. 1-2 stuns and you are done even with reflexes activated as its on for 0.8s. You are not surviving...
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Reapers damage is only high on people lacking resilience. With proper arena gear you will do just fine.
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Yeah, ofc it would be best if Rogue could get both, Damage reduction and Resistance. because thats what they lacking the most in current state of game. But we will see
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Yeah, because i dont see Rogue getting resist skill at all. Considering bracelests + pot and castle scroll will already make you like 65% resist. Imo getting dmg reduction has a better changes than resist skill on rogue
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Few things I would like to see in a Rebalance
pawned replied to Solo EU-Emerald's topic in Discussions and Suggestions
Regarding Mute totem. Would be fine if Weakness debuff / Mute would prioritize players first within the range and then NPCs (Like BMs cat, druids summons). Kinda often i can see CATs and Summons being mutted instead of Players while they are in range. -
Would not be first time
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Its Plan B. In case this rebalance fail, i will go fully back to it :)
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Some suggestions to rework Rogue skills: 1). Kick in the Back: Deals the "Push in the back" debuff to the opponent for T sec. The effect reduces the "Accuracy" parameter by A%. Commentary: Pretty much outdated / useless skill which has not been changed / improved since its release. Skill was played in combination with dodge and reflexes, where both of them were nerfed. Kick doesnt serve any purpose anymore in PvE / PvP content. Suggestion: Let it reduce Penetration instead of accuracy. 2). Ricochet: An attack that deals to the opponent physical damage in the amount of P% of the character's physical strength, as well as to all enemies located within a radius of 3 yard around the character. Each subsequent target takes 10% less damage from the skill. Maximum number of player targets is Y, maximum number of monster targets is X. Tornado of Blades: Each time the "Ricochet" skill deals damage to an opponent, another random target is also hit. Commentary: Not bad skill for Rogue in terms of GvG and PvE (especially in Dungeons). Rogue has been lacking AOE skill for a long time but we have finally got it. Problem is with its damage as with each subsequent target it takes 10% less damage from the skill (maximum 6 targets in PvP and 14 in PvE) so most of the characters will just receive very little damage from it. Suggestion: Let in a combination with spread poison on all targets hitted by it. 3). Merciless Strike: An attack that deals physical damage in the amount of D units and P% of the character's physical power to the opponent. Commentary: 165% Damage (Together with a Talent which adds 5%) is little bit low. Little adjustment in its damage would be very welcome. Suggestion: Increase physical damage to 180% 4). Dodging: Increases the character’s Dodge parameter for D% for 10 sec. Commentary: nothing much to say besides that 10s is very low. Increase duration to 15-20s atleast. 5). Absolute Reflexes: After successfully dodging an enemy attack, the character's Attack Speed parameter increases by S% and the Dodge parameter goes up by D% for T sec. The effect is triggered no more than once every R sec. Commentary: Skill has become a meme in Rogue community. Our only defensive skill which was keeping us alive together with Dodge were changed and we didnt got anything in return. Im sure that Rogue is the only class from melee's DMG classes thats running around without any Shield / Damage reduction / resistance skill or anything that could help him in fights. Suggestion 1: Let the skill give Damage Reduction based on 55% of your dodge. Suggestion 2: Bring back old reflexes > Every few seconds, a rogue gets a chance to evade an attack. Maximum number of effects - 3. 6). Trickiest Technique: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Stun" debuff to them for T sec. The effect prevents from moving, attacking, and using skills. If the target is under the effect of the "Poisonous blades" skill, the skill's damage increases by D% and H% of the character's maximum health is restored. Commentary: Heal from this skill is too low. In a combination with poison it heals back 15% of characters HP. Suggestion: Increase restored HP to 30%. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- KEY CLASS TALENTS (*no idea who came up with those, but its terrible) Tirelessness: With a 70% chance, it allows you to reuse the "Elusive Jump" skill without recharging. Skill damage is reduced by 70%. Thirst for Murder: The character's skills and auto-attacks are guaranteed to cause critical damage when attacking an opponent with health less than 20% of the maximum while the "Extermination" skill is in effect. Tirelessness - Has to be worst idea i have seen in WARSPEAR so far. Nobody will pick this skill in any situation / any content in the game. Trading 70% of its damage for a 70% chance to reuse the Elusive Jump skill again is terrible. Also whole skill is target based so if im in situation 1vX and i want to get away its pointless. Skill is worthless in both PvE and PvP scenarios. Suggestion: rework this Talent so Elusive Jump is not target based with this talent. Rogue doesnt have movement skill that would allow rogue freely catch someone or run away in some situations. Rogue cant catch a Running: Bladedancer using rush / Seeker with a speedbuff and Invis / BM with a speedbuff without cat or Mage with a Jump. Thirst for Murder: Guaranteed critical hit from auto-attacks when opponents HP is below 20% is too low. Suggestion: Increase the value atleast to 60%. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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Yes, after restoring account you will have 0 achievements and you can do them all once again (You get awards normally).
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Seeker OverBuff and it had all you got
pawned replied to Jee Booy's topic in Discussions and Suggestions
PvP -
Bring it here, will take being untouchable, healing 9ppl + yourself and extra 25% deff all day long
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Also gotta add some additional buff to it. Like BM has 25% deff. They could add something to Heal totem as well. Extra resist under heal totem would be nice for example
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440k damage and still not able to kill BM
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Yeah, was curious because the Healing and Cleansing were "Updating" together with studying those talents (Beside the Extra duration on Cleansing talent from First talents). So thought Blast should as well.
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100% agree, nerf mages.
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[2023.08.14] Game server reboot. New client version 11.4.3
pawned replied to Dr Strange's topic in News & Announcements
No, Walk there. Dont be lazy