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161

Tuesday, November 19th 2013, 7:15pm

so... what i'm getting from what you're saying is the problem with hide is the ability to instantly reenter hide after an instant kill. personally i have never been able to "glich" the gcd to be able to accomplish this, but, lets just say some people can through the use of macros, diyce or whatever.

shouldn't the focus be on fixing roms enter and leave combat mechanic? wouldn't it make more sense to "fix" it for all classes by increasing the time one stays in combat after a kill instead of just nerfing hide?

if my reasoning is faulty or i'm representing your argument incorrectly, please explain it to me :)
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162

Tuesday, November 19th 2013, 7:18pm

timthum we are just arguing that there are better options for rogues than nerfing hide as you have suggested. Alot of us have no problem getting ganked by a rouge in hide up close. We just prefer not to get ganked by a rouge in hide from a large ranged distance for massive amounts of damage. Getting pawnted from distance should be a scout and magical dps problem. Instead it a rogue magical dps problem.

As far as the circumvent combat problems. I think this is a much larger game mechanic than just the rogue skill. Every time i run an instance i notice odd combat mechanics.

163

Tuesday, November 19th 2013, 7:34pm

I understand where the rogues are coming from and i request that this thread be closed.
Due to escalating confusion as to why i made this thread. I admit i named it wrong.
And this is starting to get messy.
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164

Tuesday, November 19th 2013, 7:39pm

Per request of the thread starter...

/closed
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