And my point is that scouts are broken and need to be fixed, and that changes like this are purely pvp based arguments in a game thats not at all pvp balanced. Even since the nerf, ive met pleanty of s/wds and s/k's who pvp stat and eat whole groups of rogues solo. The reason i am saying you have not given me a valid argument is because most of these people have not properly tested all available options.Once Throw/Combo Throw had the damage buffed it totally negated the scout detection skill due to it's range. So pretty much the main purpose of playing a scout in SW was totally negated due to the increase dmg and range of Rogue Throw/Combo Throw. As if they have not done plenty to destroy the scout class already due to the whine.
How is that not a logical reason to adjust the mechanics? Your counter was increase the range of Detection but do not change anything to your precious class right?
Please stick to the topic. Your claim was that guilds should flood the battlefield with eyes to prevent being one-shotted by rogues, my claim was that against skilled rogues this is a detrimental strategy, with steps on how to experience this first hand. Taking defended towers protected by mages is completely unrelated.I garuntee you, if you leave a mage at a tower that has its defenses set up properly, no rogue will take that tower on their own.
How is it unrelated? People are pissy because they die to rogues. Put an eye down and they rogue will stay out of your range. You claim that skilled rogues can get around it, the only effecitve way around it is escape which would give you 8 seocnds of invis every 2 minutes. If you actually have people next to the defenes you put down, those defenses suddenly become useful. Magic.Please stick to the topic. Your claim was that guilds should flood the battlefield with eyes to prevent being one-shotted by rogues, my claim was that against skilled rogues this is a detrimental strategy, with steps on how to experience this first hand. Taking defended towers protected by mages is completely unrelated.I garuntee you, if you leave a mage at a tower that has its defenses set up properly, no rogue will take that tower on their own.
8 seconds is all it takes to use escape kill the mage in the traps, speed buffs out of the traps go back into hide, and now you can kill the traps that were gaurded by that silly mage, MagicHow is it unrelated? People are pissy because they die to rogues. Put an eye down and they rogue will stay out of your range. You claim that skilled rogues can get around it, the only effecitve way around it is escape which would give you 8 seocnds of invis every 2 minutes. If you actually have people next to the defenes you put down, those defenses suddenly become useful. Magic.Please stick to the topic. Your claim was that guilds should flood the battlefield with eyes to prevent being one-shotted by rogues, my claim was that against skilled rogues this is a detrimental strategy, with steps on how to experience this first hand. Taking defended towers protected by mages is completely unrelated.I garuntee you, if you leave a mage at a tower that has its defenses set up properly, no rogue will take that tower on their own.
lol
Its really not that easy. That kills one target maybe every two minuts, and if i can go back in hide its because you dident have friends with you, or becuase you dident have enough defenses out, or both. Probably both.8 seconds is all it takes to use escape kill the mage in the traps, speed buffs out of the traps go back into hide, and now you can kill the traps that were gaurded by that silly mage, Magiclol
because rogues are ment for those kinds of situations, huge damage and no def whatsoever. But hey a mage/warden sees me when im out in the open, bam earth groaning wind blade 2x farther out than any of my attacks hits me for 200k, or fireball for 150k, yupp im dead.
I'mreally not askign for a nerf. I'm askign the rogues if they think that the DISTANCE/RANGE of throw combo throw is too far, others started off about the damage. I dont care abotu the damage and no crap a rogues is mroe than likely going to kill a mage b/c mages dont stack def. Enough said. That's common sense. Imo I'm NOT crying that rogues kill me? we faced a guidl the other day with like 20 r/m's ( exaggeration it was like 5 rogues from clockwork) I died, who cares, i died repeatedly, who cares, thats seige.Just putting my 2cents in now. So everyone has a problem with combo/throw hitting too hard from too far away. Ok sure when I am running SW with 140k physical attack and find someone who isn't stacking pdef yupp I'm probably going to kill them (R/S for life), unless they have an eye close, or an electric tower, or a flame tower, really any kind of defense at all.
So I meet a mage/warrior/priest out in the open with no defenses, yes they are going to diebecause rogues are ment for those kinds of situations, huge damage and no def whatsoever. But hey a mage/warden sees me when im out in the open, bam earth groaning wind blade 2x farther out than any of my attacks hits me for 200k, or fireball for 150k, yupp im dead.
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So really you are just asking for nerfs of people who are just playing their class better than you are playing yours, so ok nerf the mage/warden earth groaning wind blade, o and their lv 70 almost immune-flame-spamming elite, and mages running t-storm that's annoying too, and wardens plethora of immunes, and champ/rogues crazy huge running aoe thing, and might as well hit the warrior/rogues that are left because they just run too fast.![]()
Its battle guys, 1v1 a rogue will probably take you unless your a beast. Use some tactics and strategy and rogues are toast. I've been in sieges where rogues are pretty much rendered useless because the other guild knew exactly what they are doing when they place defenses. Rogues are ment for one on one combat, if your crying because you keep getting killed by them change how your playing slightly and learn how to counter them. That my thoughts and feelings on this subject, here have a cookie![]()
, i would gladly sacrifice a little range for the ability to hit people inside the castle. One fix in siege that would be very simple is to get rid of the stupid sound effects on eyes. Since most rogues are listening for them and Fots make no sounds maybe swap the sound files ? Then an eye in an invis tower would not be heard by the rogue 1/3 the way across the map but people are still gonna complain about the r/m version no matter what, like all the other skills it should be capped at 3 hits so at least some classes can immune to it. A little off topic but a good s/wd can give any rogue a hard time so don't give them anything special
No, I am telling you that you should stop saying a Rogue should be better than any other class like it is a universal law that everyone who disagrees with is stupid.Are you telling me right now...that you dont expect to have to use siege war items in siege war? Is that really what you are telling me right now?
And i DO have to farm ballons for half an hour to put down a sea of electircs so that mages dont just roll over a tower. Are you out of your mind? What game do you play? This is exactly why people are so horrid at sw. What did you even expect? This is why you get no sympathy from me, learn to play.
This post has been edited 1 times, last edit by "sertet" (Sep 25th 2013, 9:15pm)
Wow you really said that....lol.Chapter 3 scouts could not be stopped by defenses. 100k pdef meant nothing to a scout. Arguing stack pdef made no sense.
P/S was high magic damage with no cooldown. Aside from healers, mdef was never stacked for any reason. Healers just have high mdef due to skills/gear but even they were taken out quickly by iceblade. Arguing stack mdef made no sense.
Rogues throw IS hindered by physical defenses and high health. Both of which are things tanks (and some healers) ALREADY HAVE.
How is that a moot point?
Better than scouts at ranged killing? I've been kited and killed by scouts beyond the 150 range requirement of throw. I've seen scouts take defenses out far quicker than I ever could, especially when they are all stacked up for an aoe. A scout has more play room to avoid treaches while waiting for them to dissipate where I've been hit by a "dead" treach while trying to get in range of another one.
To build defensively in siege with items acquired in siege.
Quoted from "sertet"
Chapter 3 scouts could not be stopped by defenses. 100k pdef meant nothing to a scout. Arguing stack pdef made no sense.
P/S was high magic damage with no cooldown. Aside from healers, mdef was never stacked for any reason. Healers just have high mdef due to skills/gear but even they were taken out quickly by iceblade. Arguing stack mdef made no sense.
Rogues throw IS hindered by physical defenses and high health. Both of which are things tanks (and some healers) ALREADY HAVE.
How is that a moot point?
Better than scouts at ranged killing? I've been kited and killed by scouts beyond the 150 range requirement of throw. I've seen scouts take defenses out far quicker than I ever could, especially when they are all stacked up for an aoe. A scout has more play room to avoid treaches while waiting for them to dissipate where I've been hit by a "dead" treach while trying to get in range of another one.
Wow you really said that....lol.
I think it is pretty much a given that to be effective in PvP you have to build specifically for it just the same as PVE.
And it is moot because your right there are a few classes that are required to build defensivly to be effective, but now your telling every class it has to build that way or aka gimp themselves just to be able to deal with one skill. Not that hard to get man, what makes that point sorta redundant.