Jump to content

Shax

Members
  • Posts

    71
  • Joined

  • Last visited

Posts posted by Shax

  1. I told you people rogue class is still useless, nobody wanted to listen, i voiced my opinion many times here yet to no avail, most awkward poorly built class ever. this game gotta be the worst game when it comes to balancing classes, probably best to just stop playing and move on to better games that actually listens and engages with the community because just like @Theweaselsaid, as long as the majority of players are elf, your opinion doesn't matter. 

    Also would highly recommend to stop giving suggestions here and leave this abandoned part of forums since they never read them lol 

  2. From the shadows, steps the Night Vigilant !

     a mysterious warrior cloaked in the allure of the night. The ensemble features majestic glowing horns that cast an ethereal light, leading the way through darkness. A deep crimson red cape, reminiscent of the blood moon, billows with an air of mystery and grandeur, symbolizing the warrior's commitment to justice. The armor, forged from the scales of a black dragon in the mythical realm of Arinar, exudes both resilience and ancient power.

    Every detail, from the intricate dragon-scale patterns to the finely etched insignia, speaks of artisanal mastery, making the Night Vigilant not just a costume but a captivating embodiment of nocturnal might.

     

     

                 Untitled02-07-202407-54-54.png.bde1c6c3d71c1efc07758d8dae5ce137.png 

    Costume size 28x45

     

     

     

     

     

    Screenshot_20240207-195449_Pixel Studio.jpg

  3. Screenshot_20231213-191444_Chrome.thumb.jpg.f5a7dc19ee7261fe6b1b9af7ebc9a678.jpg

    It's just absolutely pointless, but why?! This talent costs more than 100 thousand knowledge... it should not be -5 to accuracy, but MINIMUM 15% in pvp. It's an absolute joke if you expect people to choose that in any scenario. Please reconsider this if this is not fixed, I highly doubt people will even invest money on rogues or this game, the population of rogues is decreasing every year, I encourage you to take a good look at this class, I'm starting to lose hope of raising awareness here and, most likely, will also leave if these changes remain uncorrected@Holmes @DrStrange

  4. Screenshot_20231213-191444_Chrome.thumb.jpg.5233a5158278166e5c54e96ea2c59a8e.jpg

    This is just absolutely pointless, just why?! This talent costs more than 100k knowledge... it should not be -5 accuracy but ATLEAST 15% in pvp. It's an absolute joke if you expect people to pick that in any scenario. Please reconsider it, if this doesn't get fixed, i highly doubt people will invest in rogue whatsoever anymore or this game, the population of rogues decreases with every year, i urge you to look into this class carefully, im starting to lose hope raising awareness here and will most likely quit as well if these changes go unfixed, just pointless getting no answer from the higher ups @Holmes @Dr Strange

  5. Screenshot_20231213-191444_Chrome.thumb.jpg.ab67a68110484bab3aa56329328d48fa.jpg

    This talent costs more than 100k knowledge... it should not be -5 accuracy but ATLEAST 15% in pvp. It's an absolute joke if you expect people to pick that in any scenario. Please reconsider it, if this doesn't get fixed, i highly doubt people will invest in rogue whatsoever anymore or this game, the population of rogues decreases with every year, i urge you to look into this class carefully, im starting to lose hope raising awareness here and will most likely quit as well if these changes go unfixed, just pointless getting no answer from the higher ups@Holmes@Dr Strange

  6. This will most likely be my last post here, It just seems useless to further say anything about rogue as rebalance just showed alot of issues have not been addressed. For a class that has been complained about pretty much the most, people had much higher expectations in terms of buffs/reworks

     

    Just gonna talk about main buffs and the problems they didnt fix as rebalance is still going:

     

    1st. Absolute reflexes: decent addition to rogue's survivability, basically mage barrier but with dodges. However the numbers are slightly off. You are able to gurantee dodge 1 hit and that dodge lasts 0.7 sec after that, there is a 4 sec cd, that is enough for rogue to be finished. the issue is 0.7 sec is not enough to dodge significant amount of dmg as rogue doesn't have any dmg reduction skill or shield to help with it, so after dodging, needs to atleast stay for 1.5sec and its talent increase that duration by 0.5 sec. 

     

    2. Tirelessness talent: the worst rework I've ever layed my eyes on. It's one of the main 3 talents for rogue and needs so much grind to get -5 accuracy on enemy's hits lol Absolutely a joke. -5 accuracy makes literally no difference as anyone can put 1-2 accuracy enchants in gears and that talent is useless. Even if they dont, -5 accuracy wont make much difference and for a talent thats suppose to be a main talent, this is a good way to give a trailer to starter rogues that this class isn't worth it. The previous talent was useless and you had 1 whole year only to replace it with another useless talent. Needs immediate change to 10% dmg reduction or raising that accuracy decrease to -15%. 

     

    These two are my most concerns about the rebalance. Furthermore alot of issues remains about rogue that you have again neglected and will send rogue into another year of being behind such as:

     

    -Dodge skill is still stuck at 10 secs when it needs to be 15 secs. This was in every suggestion post but wasn't fixed

     

    -kick in the back skill is just outdated now and needs another debuff power to it like dmg reduction debuff or perhaps make it that it increases dodge duration if dodge is active. Atleast it will fix dodge duration being short and make kick useful again.

     

    -Poison skill animation is still ridiculously long and people said to decrease animation time yet remains a problem 

     

    -Rogues heal being 15% makes no sense, as lifesteal gives you more heal, its just useless, you can literally test how weak that heal is. Increase to 20-25% heal atleast

     

    Those are my main thoughts on the rebalance and issues that still remains with rogue. I thought to share them here while rebalance is still in progress. Otherwise if no any additional fixes would be made, this will be my last post here and will slowly stop playing the game and supporting it financially. I do wish the game the best and to be more vocal and transparent in the future when it comes to these rebalances as people are leaving more and more due to the lack of response from concerns and cold shoulder

  7. On 12/9/2023 at 2:27 PM, LeeLoo said:

    неутомимо НОВАЯ.png Tirelessness

    • Change in talent mechanics: now the talent reduces the accuracy of all incoming attacks on the character by 5%, if the character does not have Absolute Reflexes buff.

    How does this make sense in any way??! People can literally add 1-2 accuracy enchant and this talent would seize to be useful. In what sense this talent would be useful? It incredibly frustrating that we actually have developers that thought this was a good idea. -5% accu for a Main talent?! A MAIN TALENT! You had 1 whole year to think of a better talent and this is what you thought of? The department is a joke honestly, Increase the accu to -15% for pvp and -10 for pve at the very least for it to have any impact

     

    @Holmes @Dr Strange @LeeLoo 

    1 minute ago, Shax said:

    неутомимо НОВАЯ.png Tirelessness

    • Change in talent mechanics: now the talent reduces the accuracy of all incoming attacks on the character by 5%, if the character does not have Absolute Reflexes buff.

    Just imagine you grind all the way to get this talent and waste so much time and gold for someone to come and add 5% more accuracy and this talent is now useless. My head hurts just thinking this is the level of class balancing we have at this point

  8. On 12/13/2023 at 9:24 AM, Holmes said:


    In the talent block (where you need to choose 1 out of 3), instead of the talent for quickly recharging the Elusive Jump. 

    Could i understand why a -5% accu in that rogue talent? It has to be a mistake, The previous talent was useless everyone agrees but this one isn't much help at all either. I suggest instead of the -5% accu, give 8%-10 dmg reduction there and it would then be worth the switch from other talents. Or atleast make it 15% accu. -5% accu is incredibly low! How would that help the rogue? Dont  make the same mistake of previous rebalance of giving rogue a useless talent 

  9. 4 hours ago, Shax said:

    абсолют рефлек.png Absolute Reflexes

    • Change in skill mechanics: now upon receiving damage equal to 18 \ 16 \ 14 \ 10% of maximum health for 4 sec., the character gets Absolute Reflexes buff for 5 \ 6 \ 8 \ 10 sec. The buff guarantees successful dodging from the next incoming auto-attack or instant damage skill. The buff persists on the character for 0.4 \ 0.5 \ 0.6 \ 0.7 sec. The buff can occur no more frequently than once every 4 sec.

    One thing important to point out is this should have an additional dodge buff if that first dmg received exceeds the character hp.

     

    Lets say in a war situation the rogue gets hit by 10k combined amount of dmg from different classes instantly, that means it will instantly dies before triggering the dodge so probably better to make it that he can also dodge any first dmg if that dmg exceeds the characters hp. This way rogue can actually survive without dying instantly having no chance to trigger absolute reflex

  10. On 12/9/2023 at 2:27 PM, LeeLoo said:

    ядовит клинки.png Poisonous Blades

    • Skill cooldown decreased from 22 sec. to 19 sec.
    • Adjusted Poisoning debuff duration: was 6 sec., now 12 sec.
    • Adjusted the damage period: it was every 2 sec., now every 3 sec.

    Good fixes here but the core issue remained. Hundreds of players asked to decrease the animation time of this skill and its yet to happen. It's very annoying how it takes 3 secs to load, that 3 sec is crucial and makes rogue so vulnerable since it barely has any defense. Shorten the animation to 1 sec.

    On 12/9/2023 at 2:27 PM, LeeLoo said:

    неутомимо НОВАЯ.png Tirelessness

    • Change in talent mechanics: now the talent reduces the accuracy of all incoming attacks on the character by 5%, if the character does not have Absolute Reflexes buff.

    Instead of this 5% Accu reduction, consider making it 8% DMG reduction to be worth the switch from other talents. If its gonna stay accu then bump it up to -15 accu.

     

    -5 accu just seems low, right now what you did is just replaced the previous useless talent to a less useless one 

  11. 4 minutes ago, Theweasel said:

    абсолют рефлек.png Absolute Reflexes

    • Change in skill mechanics: now upon receiving damage equal to 18 \ 16 \ 14 \ 10% of maximum health for 4 sec., the character gets Absolute Reflexes buff for 5 \ 6 \ 8 \ 10 sec. The buff guarantees successful dodging from the next incoming auto-attack or instant damage skill. The buff persists on the character for 0.4 \ 0.5 \ 0.6 \ 0.7 sec. The buff can occur no more frequently than once every 4 sec.

    It should persist atleast for 2 secs and occur frequently not every 4 secs but 3 or 2 secs. Reason for that is rogue can easily receive high amount of dmg in a short time since it has no dmg reduction. leaving him with only 1 guaranteed dodge every 4 secs is just not enough. Rogue dies in that 4 secs most of the time as again it doesnt have any defense.

     

     

    -A better approach is once he receive dmg he gets 3 guaranteed dodge ticks on the next 3 attacks on him, maximum 3 ticks, between each guaranteed dodge tick there is a 1 sec cd. And the last tick additionally ignore 1 control effect. The whole buff activates only once in 7 secs. This fixes rogue survivability and additionally fixes his lack of resistance to reasonable extent 

     

  12. Rogue practically remains unchanged with this rebalance? Alot of class are even stronger now, You guys have to SERIOUSLY consider giving rogue a bit of attention, dodge duration was needed to go back to 15 secs yet remains unchanged. 0 resistance still for rogue?  it's absolutely necessary now more than ever to give it some resistance as even if reflex now guarantees 1 dodge, it literally lasts about 1 sec which means for next 4 secs, we have 0 DEFENSE! and the class Remains vulnerable. You deliberately ignored most other positives suggestions and literally changed mostly nothing about rogue and it was the #1 class most complained about lol

    Where's the buff to the heal? We have the most excruciating complicated type of healing that we have to press 2 SKILLS to gain 15%?! Not to mention those hits have to land. The class is a MELEE CLASS, why make it complicated to gain some hp back, it should be instant or atleast buff amount to 25% hp regain. And the poison skill animation is still stupidly long. That one was a must fix

     

    The issue with rogue is whenever you guys buff it, it is a slight amount compared to all other classes and the buff it gets makes the class practically in the same position as it was before since other classes are mostly better and rogue stays behind as usual.

     

    These fixes below are a must for coming tests:

     

    Increase dodge duration to 15 secs

     

    Increase heal from 15% to 20% and fix the complicated use of it

     

    Reflex guaranteed dodge cd need to shorten from 4 secs to 2 secs.

     

     

    @Holmes @LeeLoo

     

  13. 4 hours ago, omr said:

    It's supposed to be like seeker 6s without removing it dmg to:piggy1:

    Yes seeker has a 6s of resistance and movement speed after stealth but remember that rogue will most likely have a buff from reflex and becomes strong defensively so i think rogue having only 3 secs worth of some resistance 10% perhaps is ideal. If rogue doesn't get buffed defensively then i would agree that rogue needs more duration like 6 secs and more like 20% resistance 

  14. 8 hours ago, Axetricks said:

    Seekers got 4 buffs on their stealth (movement speed in stealth, stun, movement speed after stealth and resist after stealth), I don’t know why would you want to exchange 1 from the 2 buffs that rogues have in stealth, to match them. Just add another buff with lower %. Like 6% resist for example. Also that damage buff rogues have allows them to have around the same damage as a seeker for first few seconds, removing that would make even bigger of a diff between them

    Resistance is needed more than ever for rogue now, and although i agree that it would be nice to have more than just dmg buffs and resistance from stealth, it would seems broken to some people as seeker is broken in itself and will most likely get a nerf so comparing the two is irrelevant if it gets nerfed

     

    If it doesn't get nerfed then rogue respectively needs another buff from stealth like atleast 10% resistance and maybe something else. I also think people need to keep in mind that if reflexes would get a buff and becomes a stable defense skill then you can see how all these buffs would make rogue a bit broken to some people so its a matter of waiting and seeing which buffs will be added to then analyze and see which to remove/replace or add. 

     

  15. 15 hours ago, Theweasel said:

    Personally i wouldnt trade the damage buff for resistance, is a terrible idea.

    Specially because is resistance, no one need it in pve, so its purely pvp feature.

    And well u know the pvp is not the only content in this game.

    In addition, damage from veil is waaay more useful Both in pvp and pve.

    Not the dmg from stealth i meant but from the 25% dmg from shadow veil.

    For 20% resistance its a good trade off because resistance is also necessary for pve lol, alot of the new content and mobs lately have controls and rogue has 0 resistance and no survivability.

    Dodge is unreliable since its luck based so some resistance is needed so rogue can function well in terms of survivability both in pve and pvp

  16. Update: After careful consideration and thought process, I've regulated some of my suggestions and numbers to be more realistic- 

     

    On 11/15/2023 at 9:24 PM, vavavi said:

    50%, nearly DOUBLE of those 2 combined, with no downside. More reasonable would be for rogue to lose stealth dmg buff completely, even on the first hit, in exchange for 20% resist. That would be in line with your example.

     I've gave it enough thought to realize that was a bit broken to suggest,  what you suggested would be more ideal, the 20% resist in exchange for the dmg buff i would be okay with personally, or atleast a trade-off in a talent branch where people can still choose if they want the dmg with no resistance or more resistance but less dmg.

  17. On 11/23/2023 at 10:47 AM, Joy Boy Abunda said:

    Rogue lack of damage in pvp and you want

    Really taking away the damage of veil and put resistance? Is this a joke? 

     

    The veil should 100% retain damage for 6 seconds. Not that ugly resistance 

     

    You should go play cheiftain bro if you want resistance.

    Rogue is a melee class, just like any other, it needs some type of resistance. Its 2024 soon and this class is so outdated it lacks every defense and resistance capabilities. This was a suggestion to increase its defense and to compensate for it, reduce some dmg. 

     

    Check my reply to your own suggestion to understand more 

  18. Resistance is a must now for a melee class like rogue lol, every melee class has a resist effect except for rogue. Its stupid. People aren't asking for a strong resist skill like bds but something slightly nerfed than that would be ideal. Even 1 resist during a combo should be enough. 

     

    I do agree with the dmg buff but it would be too broken if it got defensively buffed too. So the best way to fix rogue is 3 options:

     

    1-  buff dmg so it can burst easily but if you do that then a defensive buff should only slightly be increased.

     

    2-dont buff dmg and instead buff its defensive/Resistance capabilities in a more bigger scale so that it can survive.

     

    3-have 1 rogue branch reworked that forces you to go defensive mode, so - more defensive talents and less dmg talents. (Rest of branches can stay the same since they're dmg based.) This way rogue atleast have a choice to either go defensive mode or burst mode.

     

     

×
×
  • Create New...