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1

Sunday, August 12th 2012, 10:28pm

Suggested change for R/W Elite Skill Death's Touch

The Rogue/Warriors's Level 30 elite skill Death's Touch is an attack skill that does %DPS and gives an additional effect when it is used. However, the skill is capped off at level 50, so that the additional effect does not get stronger. But this causes the %DPS of the skill itself to be considerably lower than other skills that you use. Death's Touch at the level 50 cap is 315% Main hand weapon DPS + .20 Dex. That's nothing compared to a level 72 Shadowstab or Low Blow. It's time to readjust the skill. My suggestion? Simple. Make it like Combat Master. Combat Master gives Crit + Crit damage. The skill itself is uncapped, allowing players to level it to the level cap and keep increasing the added Crit rate. However, the Crit damage of 60% is capped at level 50. Make Death's Touch effect cap at 50, the %DPS part uncapped.
Firetruck W/Wdn/S 72/72/72- Retired as well now...
Bangsalot K/S/R 70/70/68 - Retired
Heretic- Reni

2

Friday, August 17th 2012, 5:26am

This attack reduces heals the target takes and also increases your physical attack, any increase in damage would make this far to powerful, this is why its damage cap is so low. Be happy it does damage at all, most other classes with a similar skill for attack increase and healing reduction do not deal damage.

3

Friday, August 17th 2012, 5:44am

Lol? Please name one where the skill increases damage and reduces damage and doesn't deal damage that is not a skill used during the CD phase or an "Oh #$%!" button. Death's Touch is one of the few skills R/W has to use as a filler. Death's Touch, Decay, and Poisonous Infection all have cooldowns. Slash has no cooldown but is a high rage cost. If Death's Touch didn't deal damage R/W's would have no skills to use and their viability would go down. M/W's Flame increases damage every level and increases casting speed every level, uncapped. M/P's Flame decreases target's crit resistance and increases every level, also uncapped. M/W's Electrical Rage %DPS increases each level, M.Att increased increases each level. Sure the %DPS for a M/W doesn't mean much since it is a magic build, the original intent was for it to be a hybrid. So that too is an example of where this exists in the game. An example I used before, Combat Master, the good part ( crit damage ) is capped at 50, the meh part ( crit rate ) is uncapped. That's what I'm asking for R/W. The good part ( P.att bonus ) should be capped at 50, the meh part ( %DPS ) should be uncapped. As it is now it does 315% main hand weapon DPS. If it could reach level 72, it would be 422.8% main hand weapon DPS. That's still the second weakest skill in a R/W's rotation after Throw. There are other skills that deal damage and gives a buff that increases DPS in some form and are uncapped. Death's Touch's effect and skill is what defines R/W (p.att rogue), just like Combat Master defines R/S (crit rogue). I just can't think of anymore right now.

Edits:
M/D's Control Flame elite, Flame is uncapped skills is capped at 8% M.Att
S/Wdn's Wind Attack elite, Combo shot is uncapped, crit decrease is capped.
S/W's Accurate Targeting elite, Shot is uncapped, P.att increase is capped.

^ Is what I want for R/W's Death's Touch. And I don't currently play R/W anymore. I just think it would be fair to make this change for the R/W's. Death's Touch hits like a baby. And the decreasing healing part is pretty much useless. It's useless against PvE bosses and it's useless in PvP because you will rarely get the rage to use it unless your blowing rage pots or rage cape.
Firetruck W/Wdn/S 72/72/72- Retired as well now...
Bangsalot K/S/R 70/70/68 - Retired
Heretic- Reni

4

Friday, August 17th 2012, 7:22am

There are 4 abilities in the game that reduce the effects of healing:


D/R Elite skill Necrotic Wound:


Reduces healing received by target by 2.0% for 20.0 seconds.
(If the target is a player, the amount he is healed is decreased by 2.0% for 10.0 seconds.)
If you possess Nature's Power, it will automatically consume 1 point of Nature's Power to enhance abilities and reduce healing received by target by 2.0%.
The maximum level of this skill is 50.


S/M Elite Skill Cursed Arrow:


Puts a poisonous curse on your arrow to inflict 23.5 (+4.33 per upgrade) damage on the target. Healing effects on the target is reduced by 5.0% (+0.9% per upgrade) for 15 seconds.


R/W Elite Skill Death's Touch:


For 10.0 seconds causes 70.0% main hand weapon DPS + 0.20 x Dexterity physical damage to your target, reduces healing effects received by the target by 2.0% and increases your Physical Attack Power by 1.0%.
(This skill reduces the target's received healing by a maximum of 50.0%.)
(Received healing of players is reduces by 2.0% for 5.0 seconds.)
The maximum level of this skill is 50.


K/W Elite skill Deadly Whirlwind:


The rage cost for Whirlwind is reduced by 10 points, cooldown is reduced by 20 seconds. For 10 seconds the target suffers Deadly Wounds and the effectiveness of healings is reduced by 30%.


Let me rephrase it as, R/W is the only skill that reduces the effects of healing, reduces the effects of healing by up to 50%, has a scaling damage and increases physical attack power. Its significantly more powerful than any other ability with that same effect, therefore increasing the power on it would only further widen the gap of its power.

5

Friday, August 17th 2012, 3:12pm

Ok, so it's the only one with both. Wow it reduced your target's healing. How many bosses in instances heal? And please don't bring up PvP. R/W will never get enough rage to use Death's Touch, and even if they do, just low blowing someone in siege is much more effective. Whether the heal decrease is there or not makes no difference. If you need to take away that in order to uncap the %DPS part, then by all means.
Firetruck W/Wdn/S 72/72/72- Retired as well now...
Bangsalot K/S/R 70/70/68 - Retired
Heretic- Reni

6

Friday, August 17th 2012, 3:37pm

I really don't see what the big deal is here O.o. The damage should scale uncapped; so long as the patk increase and healing decrease is capped, it really shouldn't be a problem.

FYI D/R and S/M are both non-viable combos for PvE...so comparing R/W's skill to them and saying "Hey, look, theirs is worse!" is a really weak argument.

More combos need to be viable than there are currently. R/W's certainly not broken like a lot of combos, but there is a reason you don't see many R/Ws wandering around. Ever wonder why R/P and R/D are seen as awful combos for PvE? It's the lack of a decent filler. This skill is one of R/Ws non-energy fillers, and thus should scale...not be stuck at the level 50 cap and be useless at 75+.

I don't play R/W, but I don't see a reason for less popular combos not to be made more viable, and unless changes like this are made to the combo, it will be far weaker than other rogues as the level cap continues to rise.

Formerly Catorii, D/S/M of Faction.


7

Saturday, August 18th 2012, 6:12am

Quoted from "effervescent;565099"

I really don't see what the big deal is here O.o. The damage should scale uncapped; so long as the patk increase and healing decrease is capped, it really shouldn't be a problem.

FYI D/R and S/M are both non-viable combos for PvE...so comparing R/W's skill to them and saying "Hey, look, theirs is worse!" is a really weak argument.

More combos need to be viable than there are currently. R/W's certainly not broken like a lot of combos, but there is a reason you don't see many R/Ws wandering around. Ever wonder why R/P and R/D are seen as awful combos for PvE? It's the lack of a decent filler. This skill is one of R/Ws non-energy fillers, and thus should scale...not be stuck at the level 50 cap and be useless at 75+.

I don't play R/W, but I don't see a reason for less popular combos not to be made more viable, and unless changes like this are made to the combo, it will be far weaker than other rogues as the level cap continues to rise.


TYVM. That is exactly my point.
Firetruck W/Wdn/S 72/72/72- Retired as well now...
Bangsalot K/S/R 70/70/68 - Retired
Heretic- Reni