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221

Friday, September 27th 2013, 4:44am

Or as Darwec has pointed out many time previous ...... stat your char for SW and my T/CT would hit you for practilly nothing.


hey brick wall nice to meet you, by the way did anyone inform you yet that this thread isnt about the damage? changing stats does nothing about the range of t/ct against a scouts detection, sleep on it lol

goodnight peeps

Actually there were some complaints about damage and range. Weve just gotten past damage and now the people remaining are focusing on range. Anywho: like ive also said, the fix for range is to fix scouts. Lets nag RW. The range of combo throw in and of it self is not too high, its the fact that the range of detection is too low to counter it.

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222

Friday, September 27th 2013, 4:48am

yes please darwec...buff detection and they might as well delete this thread....scout fix suggestions over in scout forums if any1 has any ideas...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

223

Friday, September 27th 2013, 4:54am

yes please darwec...buff detection and they might as well delete this thread....scout fix suggestions over in scout forums if any1 has any ideas...

You might as well link that thread?

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224

Friday, September 27th 2013, 4:59am

scout fix suggestions
on phone ATM...forgive me if link is weird...

there tons of scout fix threads, but all for nil, cuz we are still getting nerds...
also, u can kinda track history of scout faith in the scouts forums lol...noony brought back a little, but IDC where he is now...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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225

Friday, September 27th 2013, 6:50am

Daniel, explain to me why exactly, in very explicit detail(step by step would be nice), how a range of 100 on throw/cthrow would ruin "vital functions" of a rogue? I must be the biggest idiot in the world not to get this...
Cike jsut trying to get his psot count up ;) nah, but i agree 100% Imust also be the biggest idiot, you guys heard it, because I jsut dont udnerstand how it would ruin the r/x class.

Edit: I just dont udnerstand how now that C/CT was buffed it's so vitle? what did rogues do before these skills b/c they didn't use them.. oh i forgot.. everyone rolled from scout to r/s.. lol
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226

Friday, September 27th 2013, 7:05am

I've read over the past few pages, and still don't see how nerfing CT/T range will change anything unless there are actually Scouts in siege.

Otherwise, being oneshot by CT at a range of 100 before you even see the rogue = being oneshot by CT at 150 range before you see the rogue.

Either way, you're one shotted by it before you even see the rogue. You've just inconvenienced the rogue to have to walk an extra 50 range to get a kill.
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227

Friday, September 27th 2013, 8:11am

I've read over the past few pages, and still don't see how nerfing CT/T range will change anything unless there are actually Scouts in siege.

Otherwise, being oneshot by CT at a range of 100 before you even see the rogue = being oneshot by CT at 150 range before you see the rogue.

Either way, you're one shotted by it before you even see the rogue. You've just inconvenienced the rogue to have to walk an extra 50 range to get a kill.
Either way you're one shotted, sure. But giving it a less of a range gives other classes more of an option, more of an opportunity to kill them, without nerfing the class what so ever in pvp and pve, they still have their damage and such. Along wtih, its puts them in range to be seen by a scout.
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This post has been edited 1 times, last edit by "gigilomann" (Sep 27th 2013, 2:40pm)


228

Friday, September 27th 2013, 10:39am

Responding to things from a couple pages back since I'm not following this all that closely, lol.

@Cike

The disarm CD came into effect after the main rogue buffs (weapon mastery buff plus all main rogue skill DPS % increased). It happened on the same patch as the damage of HS and Disarm were increased (the Knight sort of buff but mostly nerf patch). Again, the issue is that at that point, everyone else had been buffed so much more than R/K and things just kept going in that direction over time. It didn't help that the CD meant that people had to change their rotation to incorporate another skill even though it meant even higher damage than before.

@badtouch

I think that the thread is talking about reducing the range of T/CT, not taking it away completely. Therefore, all of the R/X combos that need it as a filler skill would still have it, they just wouldn't have as much range. That's why I think it's a valid question to ask whether all classes without good ranged skills (most warriors) are considered broken.


TBH, the change to T/CT is something I put in a suggestion thread back in... Chapter 2 or 3. And it was precisely to make the combos that weren't viable at the time into viable combos. However, my suggestion also included reducing the range down to about 100 at the same time. It also suggested a similar free skill for Warriors (not ranged) for the same reason of buffing the non viable combos without having much of an effect on the overpowered combos. Not that I think the game devs have ever listened to any of those suggestion threads, but it means that they were thinking on the same lines. They just never seem to take a moment to consider that there are HUGE balance implications that they could have avoided by simply reducing the range of the skill at the same time they buffed its damage.


Thought that it was funny that all of my tilde charcters (~) meaning approximately seemed to be morphed into something that looked more like a minus sign (-). lol

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229

Friday, September 27th 2013, 12:53pm

@ risen: all this is meant to change is scout vs rogue PvP mechanics...nothing else...all u mages are on our own(bring a scout into siege ;) )

@ sshades: thx for clearing up r/k nerf...


again, if they fixed scouts, this issue does not even exist...except I don't think there's even enough scouts left to make a whole threads worth of complaints lol...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

230

Friday, September 27th 2013, 1:39pm

I've read over the past few pages, and still don't see how nerfing CT/T range will change anything unless there are actually Scouts in siege.

Otherwise, being oneshot by CT at a range of 100 before you even see the rogue = being oneshot by CT at 150 range before you see the rogue.

Either way, you're one shotted by it before you even see the rogue. You've just inconvenienced the rogue to have to walk an extra 50 range to get a kill.
finally someone gets it
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231

Friday, September 27th 2013, 2:43pm

I've read over the past few pages, and still don't see how nerfing CT/T range will change anything unless there are actually Scouts in siege.

Otherwise, being oneshot by CT at a range of 100 before you even see the rogue = being oneshot by CT at 150 range before you see the rogue.

Either way, you're one shotted by it before you even see the rogue. You've just inconvenienced the rogue to have to walk an extra 50 range to get a kill.
finally someone gets it
Finally someone gets it? No. I don't think you do, Ruisen and you msut want the damage reduced hwoever reducing the damage will affectthem in PVE and make the skill reptty much useless ( from what we gatehred from the rogues) however nerfing the range at least down by 50, doesnothing to nerf it in pve, and helps tremendously in pvp.
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232

Friday, September 27th 2013, 2:52pm

Look the simple answer is: you dont understand how it would change because you dont even play r/x as an alt class for fun. Ive tried to explain this a few times.

Before throw, EVERYONE was r/s. R/s had range skills for when they needed to kite, and shot was a decent filler. 100 is roughly the range of a lot of mob AOE's and attacks. 150 puts you just outside it. Giving a decent ranged filler made other r/x combos viable. The only classes i can immediately think of that dont have a decent range skills are tanks, and w/wd mostly because they dont NEED that range at all, they can just tank the hits out right. Throw ends up being a decent range pull for some amount of damage so that you dont need to get in range of mobs that would otherwise kill you. At this point i really dont care if you dont understand, just trust me when i say that for non r/s's and r/m's throw and its range are pretty important.

People are crying for nerf for sw, but seriously stop that. Its not a valid argument.

PS. Fix scouts and fix iceblade. Kaythanksbye.

233

Friday, September 27th 2013, 2:53pm

It only helps tremendously if there are

A. scouts, which atm dont exist.

B. you use static defenses, which everyone is crying about having to use and don't want to use.

If people don't use the static defenses rogue just hides up another 50 range and one shots you.
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234

Friday, September 27th 2013, 3:04pm

The throw skill is overpowered against any class when used in hide not just the scout class. There is no need for the rogue to be at or near the top of the ranged class damage. The trow skill is a god like joke. The throw weapons have more than double the damage of arrows and bolts who ever thought that was a good idea. When you get combo skill they are thrown in pairs for even more damage and the throws are instant and can not be interrupted as most range skills can be plus with the use of the rogue skill will always critical on the first hit when you come out of hide. Throw and combo throw skills are just bad for the game in every way and when combined with hide are just a game killer.

235

Friday, September 27th 2013, 3:07pm

Daniel, explain to me why exactly, in very explicit detail(step by step would be nice), how a range of 100 on throw/cthrow would ruin "vital functions" of a rogue? I must be the biggest idiot in the world not to get this...


I can play this game too. explain to me why adding 50 point of detection would make the biggest difference in the world.

The point is not about trying to FINE TUNE shat by tinkering with small amounts of anything. ANd yes 50 points will make a difference as right now for kbn-e aoes Im just out of range with some wiggle room. 50 points is 1/3 of my range cut my range by 1/3 and I will not be able to stay out of range more than half the time( aka now I far nuff back if they come running at me I have some room, cut my range by 1/3 and there will be no wiggle room). Hard hitting poison type mobs the farther away I can be then better get too close to them and it will make a difference. Hard hitting scouts mobs , magic hitting mobs with fireballl etc same thing. Trying to stay away from wind/water/fire elementals same thing 1/3 of my range WILL MAKE A DIFFERENCE whether its a big difference or small difference is not overally important. THE POINT IS TO STOP FACKING ROUND WITH STUFF THAT DOESNT NEED NERFING, stat your gear properly for SW and the range/damage of rogue throw wont make a difference. Stop asking RW to nerf other cause you cant stat you SW gear properly. Today ya want rogue throw to be 100, and if that dont fix your fail gear tomorrow it will be 50. By the time your all done whining RW will just remove T/CT entirely. At which point every rogue will then convert to r.s. Then youll whine about r.s range and on and on it goes. I believe this is how scout got nerfed in the first place from excessive whining. Some stuff does require nerfing M.W was to OP when it got balanced, R.M should be balanced etc etc.

R/x T/CT does NOT need nerfing either by range or by damage. PERIOD.

236

Friday, September 27th 2013, 3:58pm

As for statting proper for SW I can counter stat proper for PvE argument.... Both are just so wrong.



Changing scout detection is not a solution neither... First of all changing skill by lest's say 50 (as far as I remember from 150 to 200) so by 33%, will change effective area covered by scout by 75%, changing it as suggested to 250 will change range by 66% and area by 175%. Second changing detection will not only affect rouges, but also will make eyes and inv. towers more or less useless and to expensive, not mentioning PvE aspect (for ex. invisible mobs in ToSH or 6-th KBN boss), well not so often, but does it matter?



What changes T/CT range decreasing. In DPS aspect of melee - nothing. In DPS aspect of range rouge, well rouge is not range class. In filtering skills with T/CT - nothing. In making possible soloing instances, imo nothing as rouge was by a long time best class for soloing and definitely is event now, especially with proper subclass. On PvP it will make possible to detect rouges without any changes do scout detection, will make much more likely, that rouge can not hide after killing player, especially melee classes would have enough time to react.



And once again T/CT is not only PvP problem and it is definitely not only problem of R/M.

And if any Rouge want range, go for DK Mage, Scout, D/R, Lock.....

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237

Friday, September 27th 2013, 4:05pm

This thread be worse than the p/s nerf thread. One o the most powerful classes in either pvp or pve, an they be tryin ter hold onter a very OP skill, lol. The argument that a decrease in either damage or range would break the class tis dumb. Rogues twere the darlin afore they buffered throw dagger skills, an even more so wit the buff. Statin that yer needeth ter be outside AOE range o ANY mob tis dumb. Yer supposered be close hand combat toons, not scouts. Bein able ter throw daggers the same range as another class can shoot arrows, wit more damage than arrows tis borked, mates. Whinin that yer cannot solo an instance witout that ranged attack tis foolishness at best. Instances never twere meant ter be soloed. Tellin players ter stacker more pdef, or that everyone needeth an extra item (eyes or elects) in siege be foolish as well. Too many timers me backeth away from those deadly hand daggers, only ter be throw-killered. An op-scout class witout havin ter roll scout. Tell me gain tisn't wrong.

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238

Friday, September 27th 2013, 4:16pm


PS. Fix scouts and fix iceblade. Kaythanksbye.
Fix iceblade? someone who was crying for it to be nerfed ie. iceblade thread, now wants it fixed why? because his class is being put on the pedestal of being jeapordized of being nerfed?

As for statting proper for SW I can counter stat proper for PvE argument.... Both are just so wrong.



Changing scout detection is not a solution neither... First of all changing skill by lest's say 50 (as far as I remember from 150 to 200) so by 33%, will change effective area covered by scout by 75%, changing it as suggested to 250 will change range by 66% and area by 175%. Second changing detection will not only affect rouges, but also will make eyes and inv. towers more or less useless and to expensive, not mentioning PvE aspect (for ex. invisible mobs in ToSH or 6-th KBN boss), well not so often, but does it matter?



What changes T/CT range decreasing. In DPS aspect of melee - nothing. In DPS aspect of range rouge, well rouge is not range class. In filtering skills with T/CT - nothing. In making possible soloing instances, imo nothing as rouge was by a long time best class for soloing and definitely is event now, especially with proper subclass. On PvP it will make possible to detect rouges without any changes do scout detection, will make much more likely, that rouge can not hide after killing player, especially melee classes would have enough time to react.



And once again T/CT is not only PvP problem and it is definitely not only problem of R/M.

And if any Rouge want range, go for DK Mage, Scout, D/R, Lock.....
Definatley agree with this.

This thread be worse than the p/s nerf thread. One o the most powerful classes in either pvp or pve, an they be tryin ter hold onter a very OP skill, lol. The argument that a decrease in either damage or range would break the class tis dumb. Rogues twere the darlin afore they buffered throw dagger skills, an even more so wit the buff. Statin that yer needeth ter be outside AOE range o ANY mob tis dumb. Yer supposered be close hand combat toons, not scouts. Bein able ter throw daggers the same range as another class can shoot arrows, wit more damage than arrows tis borked, mates. Whinin that yer cannot solo an instance witout that ranged attack tis foolishness at best. Instances never twere meant ter be soloed. Tellin players ter stacker more pdef, or that everyone needeth an extra item (eyes or elects) in siege be foolish as well. Too many timers me backeth away from those deadly hand daggers, only ter be throw-killered. An op-scout class witout havin ter roll scout. Tell me gain tisn't wrong.
Lemon makes some valid points as well.
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239

Friday, September 27th 2013, 4:23pm

Quoted from "thebadtouch09"




PS. Fix scouts and fix iceblade. Kaythanksbye.
Fix iceblade? someone who was crying for it to be nerfed ie. iceblade thread, now wants it fixed why? because his class is being put on the pedestal of being jeapordized of being nerfed?


If you are going to attack me based on things ive said previously, please try to do so while understanding my point of view and comments.

If you remember the iceblade thread at all i made the following points on it:
it was a 200 range spammable skill based on mana which never runs out. I dident approve of a cool down. I dident at worst i thought it deserved a focus cost. I also argued both points, and was just clarifying why people were upset about it. I was never of the opinion that it deserved a CD. Cus that was stupid.

The difference here is that, while throw and combo throw are based on projectiles (as thus basically as infinite as mana) they are on a cool down and a shorter range.

I am also still of the opinion that if after a scout fix, throw needs a range nerf, then sure. Go for it. Just fix scouts first.

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240

Friday, September 27th 2013, 4:29pm

This thread be worse than the p/s nerf thread. One o the most powerful classes in either pvp or pve, an they be tryin ter hold onter a very OP skill, lol. The argument that a decrease in either damage or range would break the class tis dumb. Rogues twere the darlin afore they buffered throw dagger skills, an even more so wit the buff. Statin that yer needeth ter be outside AOE range o ANY mob tis dumb. Yer supposered be close hand combat toons, not scouts. Bein able ter throw daggers the same range as another class can shoot arrows, wit more damage than arrows tis borked, mates. Whinin that yer cannot solo an instance witout that ranged attack tis foolishness at best. Instances never twere meant ter be soloed. Tellin players ter stacker more pdef, or that everyone needeth an extra item (eyes or elects) in siege be foolish as well. Too many timers me backeth away from those deadly hand daggers, only ter be throw-killered. An op-scout class witout havin ter roll scout. Tell me gain tisn't wrong.



Could it get any clearer than this?
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