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L3g3nd

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1

Saturday, May 5th 2012, 6:30am

Vanish and Escape

In the skill description for both Vanish and Escape (item-set skill), it says something to the extent of "instantly leave combat".

For Vanish it is a 10 minute cool down and you leave combat for 20 seconds I believe and Escape is a 2 minute cool down and also gives you immunity to root and fearless.

I've been using Vanish in siege war, and to me it seems broken because even when I do pop it, the person who was hitting me can continue to hit me. This is especially the case if the other class is a ranged class such as scout. If I have arrows coming in my direction, and I pop Vanish, the arrows will still hit me. If there are fireballs coming at me, they will also negate my vanish. I'm just wondering if it's supposed to be like that....

As for melee classes, the other player would have to stop spamming hits on me (which doesn't happen very often) in order for my Vanish to work to the fullest extent (meaning I leave combat). Instead I would take the hits after I pop Vanish.

The same can go for Escape. When I pop it, I continue to get hit by whatever hits that were "coming at me". This seems pretty broken to me and it should be fixed.

This thread is more or less targeted for a moderator. I just want to know if those two skills were INTENDED to work like that.

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Saturday, May 5th 2012, 6:35am

since rom has auto-aim its just plain logic that its intended. projectiles that are flying towards you had you on lock before you ent invisible and will find their target still. You were just too late then. Any other following skill after that would not find a target as long as youre still invisible for the enemy. And Scouits have Detection

L3g3nd

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Saturday, May 5th 2012, 6:46am

Quoted from "YomanROM;528805"

since rom has auto-aim its just plain logic that its intended. projectiles that are flying towards you had you on lock before you ent invisible and will find their target still. You were just too late then. Any other following skill after that would not find a target as long as youre still invisible for the enemy. And Scouits have Detection


Response to "any other following skill after that would not find a target":

Problem is the previous skill already took me out of my vanish / escape. From experience, I've seen more than one ranged attack hit me after I pop vanish or escape.

In PvE, Vanish would instantly remove all aggro and no hits would hit me after it is popped.
I just think in PvP, it should work the same way, as in incoming attacks after Vanish is triggered, should be negated.

4

Saturday, May 5th 2012, 7:10am

Rogues need at least SOME chink in their perma-invis-rape-everything tactics :P
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L3g3nd

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Saturday, May 5th 2012, 7:21am

I just think, at least when it comes to PvP, the skill Vanish defeats its purpose. Totally useless, if you don't actually "leave combat" after using it. You stay in combat and what happens continues to happen as if you didn't pop it in the first place. As for escape, it purposeless as well but at least I can get a 7-second immune to fear and root out of it.

6

Saturday, May 5th 2012, 7:42am

Well, logically speaking, if you are in the middle of combat, can you just disappear and have nobody notice?

And don't think of Escape as purposeless, it has 2 other purposes aside from ANOTHER hide for the Rogue.

Rogues that can't do the Infinite hide kill combo are the Rogues i don't mind losing to.
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7

Saturday, May 5th 2012, 5:17pm

Escape doesn't actually ever take you out of combat...only vanish. Escape makes you invisible for 8 seconds, but you stay in combat. And basically if an arrow is coming at you, or if you have a bleed on you, or if any skill has been cast but the animation has not completed yet, it is going to hit you. Which does make sense, only use vanish when you know it is safe to. I only use it when combat is glitched and I have to in pvp, or when we are getting destroyed in our castle, and that 10 seconds of invisibility every 10 minutes is all the hide I will ever get. Its much more useful as a pve skill when you are running away and leaving your party to die. Escape is immensely useful to get out of root/stun.

8

Saturday, May 5th 2012, 5:24pm

yeah, vanish is highly flawed since things still hit you after you vanish. along with a 10 min cool down, its not very good, i really only us it if another common rogue problem, getting stuck in combat even though there is nothing around you, or if im taking out someone much stronger than i am. run a rotation, vanish off before they can react and run it again. it would go something like this. sneak attack > blind spot > vamp arrows > low blow > wound attack. then vanish and repeat At 54k hp im taking out players with over 100k hp. but other than that vanish is useless, it only has about a 10% chance to get you out of a combat situation without failing in some way, sometimes i hit vanish and i dont even stealth with nothing hitting me.

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Saturday, May 5th 2012, 7:22pm

Quoted from "kicouto;528854"

run a rotation, vanish off before they can react and run it again, sneak attack > blind spot > vamp arrows > low blow > wound attack. then vanish and repeat, at 54k hp im taking out players with over 100k hp. but other than that vanish is useless, it only has about a 10% chance to get you out of a combat situation without failing in some way, sometimes i hit vanish and i dont even stealth with nothing hitting me.


Do you men you can vanish twice while fighting the same opponent? I wonder how ;-)

10

Saturday, May 5th 2012, 8:05pm

Quoted from "Galenwaithien;528866"

Do you men you can vanish twice while fighting the same opponent? I wonder how ;-)


ahh haha, major typo there, will be corrected XD if only we could vanish twice, course, it would just prolly fail the 2nd time aswell

L3g3nd

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Saturday, May 5th 2012, 8:22pm

Quoted from "AngelIsrafel;528822"

Well, logically speaking, if you are in the middle of combat, can you just disappear and have nobody notice?

And don't think of Escape as purposeless, it has 2 other purposes aside from ANOTHER hide for the Rogue.

Rogues that can't do the Infinite hide kill combo are the Rogues i don't mind losing to.


Yes, logically it does make sense to vanish and have no one notice. Just read the description of the skill.

And I do acknowledge the other two benefits of escape because I have already stated them in my first post.

12

Sunday, May 6th 2012, 6:46am

I'm talking Real logic, not "The skill says it should do this" logic.

Another bugged hide skill is something i can live Rogues having
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L3g3nd

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Monday, May 7th 2012, 5:43am

After some further testing in siege war tonight, I found that vanish can work "the right way" if immediately followed by hide. Vanish, apparently, does take you out of combat each and every time but if an arrow or fireball is flying at you at the time and hits you, it will take you out of combat.

However, in today's siege war, I had a scout hitting me and I vanished and then immediately popped hide and the arrows that were coming at me did NOT hit me. This will need more testing to be confirmed though.

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Monday, May 7th 2012, 7:54am

Quoted from "L3g3nd;529117"

After some further testing in siege war tonight, I found that vanish can work "the right way" if immediately followed by hide. Vanish, apparently, does take you out of combat each and every time but if an arrow or fireball is flying at you at the time and hits you, it will take you out of combat.

However, in today's siege war, I had a scout hitting me and I vanished and then immediately popped hide and the arrows that were coming at me did NOT hit me. This will need more testing to be confirmed though.


I was testing this too and I found if you are near someone in combat, you can't cast hide. Arrows hurt real bad, even after i Vanished. Projectiles/Spells in this game are weird, they lock on to their target and will hit it even in hide. I got killed by a Fireball that was cast at me while I was on my mount after I had gone well out of range. I can imagine that if you dodged them or somehow blocked the damage, you would definitely remain hidden. Otherwise, those arrows/fireballs will chase you endlessly as they have true sight and infinite following distance.

L3g3nd

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Tuesday, May 8th 2012, 12:41am

Quoted from "Rossbot;529132"

I was testing this too and I found if you are near someone in combat, you can't cast hide. Arrows hurt real bad, even after i Vanished. Projectiles/Spells in this game are weird, they lock on to their target and will hit it even in hide. I got killed by a Fireball that was cast at me while I was on my mount after I had gone well out of range. I can imagine that if you dodged them or somehow blocked the damage, you would definitely remain hidden. Otherwise, those arrows/fireballs will chase you endlessly as they have true sight and infinite following distance.


Yes, if the spell is cast or arrow is shot while you were in range and you popped Mad Rush and Spellweaver and combined it with thunder force, you would move FASTER than the fireball or arrow but eventually it will still hit you.

I think it is extremely "lame" that it works that way and that's why I am proposing that Vanish gets fixed so that once you vanish, you can't continue to get hit...

16

Tuesday, May 8th 2012, 2:47am

Quoted from "L3g3nd;529213"

Yes, if the spell is cast or arrow is shot while you were in range and you popped Mad Rush and Spellweaver and combined it with thunder force, you would move FASTER than the fireball or arrow but eventually it will still hit you.

I think it is extremely "lame" that it works that way and that's why I am proposing that Vanish gets fixed so that once you vanish, you can't continue to get hit...


Just saying, don't people also think its extremely "lame" that P/S can Iceblade people to death that are TOSH geared with RT gear?

I personally don't see any reason why Magic spells shouldn't hit their mark, simply because they have tracking and true sight, Arrows on the other hand should have a chance to miss, maybe give Vanish a +20% chance to dodge physical attacks for 5 seconds after it activates.

But then again, i think they should probably start from the bottom and work their way up, redoing all teh crap that hasn't been addressed for years.
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L3g3nd

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Wednesday, May 9th 2012, 6:05am

Quoted from "AngelIsrafel;529235"

Just saying, don't people also think its extremely "lame" that P/S can Iceblade people to death that are TOSH geared with RT gear?

I personally don't see any reason why Magic spells shouldn't hit their mark, simply because they have tracking and true sight, Arrows on the other hand should have a chance to miss, maybe give Vanish a +20% chance to dodge physical attacks for 5 seconds after it activates.

But then again, i think they should probably start from the bottom and work their way up, redoing all teh crap that hasn't been addressed for years.


Problem is I don't see why magic attacks should just get the benefit of never missing. For example, the rogue's "Evasion" skill already only affects physical dodge rate and not the magic immunity rate.
Like I said Vanish should be a 100% skill that takes you out of combat completely. It's a 10-minute cool down anyways.

Right now there really isn't a way to "dodge" a magic attack or for a mage or priest to hit a miss. The only thing is immunity and that happens when you have high wisdom. It's not the "hit-chance" of magic spells that I am bringing to attention here. All skills (disregarding whether it's physical or magical) shouldn't be able to hit a rogue after they've already disappeared.

18

Wednesday, May 9th 2012, 6:21am

Quoted from "L3g3nd;529507"

Problem is I don't see why magic attacks should just get the benefit of never missing. For example, the rogue's "Evasion" skill already only affects physical dodge rate and not the magic immunity rate.
Like I said Vanish should be a 100% skill that takes you out of combat completely. It's a 10-minute cool down anyways.

Right now there really isn't a way to "dodge" a magic attack or for a mage or priest to hit a miss. The only thing is immunity and that happens when you have high wisdom. It's not the "hit-chance" of magic spells that I am bringing to attention here. All skills (disregarding whether it's physical or magical) shouldn't be able to hit a rogue after they've already disappeared.


Ok, so the Rogue basically has instant hide once out of combat, we can agree on this yes?

Rogues also have 2 skills (Vanish and Escape) that instantly take them out of combat, this we know.

By that logic, Rogues can only even be hit in 1 of 3 scenarios:
1. When they are attacking (Which is 1-2 hits then instant hide again)
2. when detected by Scouts or EOTK
3. If they just run around out of hide.

The problem i see with this is that Vanish, Escape and Hide will become too.. I guess Exploitable, "I'm gonna run to your castle and the 60 flame towers that are shooting at me are going to have ALL their attacks miss because i pop Vanish"

Call me a realist, but I think they focused too much on the Rogues ability to just magically vanish in an open field into absolutely thin air. Hiding should be the means of starting an attack and getting bonus sneak attack damage, after which point you're visible and just as vulnerable as everyone else, without being able to insta-hide again.

And siege (Being the most important hour in the day according to some people) already favors pretty much 2 classes, Any r/ combo, P/S.

Rogue = Hide-low blow-shadowstab-hide-tab-low blow-shadowstab-vanish-tab-low blow-shadowstab-vanish-tab etc.
P/S = Iceblade-tab-iceblade-tab-iceblade-bubble-tab-iceblade-iceblade-immune-iceblade-iceblade Etc.

But this random rambling gave me the thought, maybe instead of focusing so much on nerfing hide and vanish and the like, we should look at nerfing low blow XD
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L3g3nd

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Wednesday, May 9th 2012, 10:10pm

Quoted from "AngelIsrafel;529513"

Ok, so the Rogue basically has instant hide once out of combat, we can agree on this yes?

Rogues also have 2 skills (Vanish and Escape) that instantly take them out of combat, this we know.

By that logic, Rogues can only even be hit in 1 of 3 scenarios:
1. When they are attacking (Which is 1-2 hits then instant hide again)
2. when detected by Scouts or EOTK
3. If they just run around out of hide.

The problem i see with this is that Vanish, Escape and Hide will become too.. I guess Exploitable, "I'm gonna run to your castle and the 60 flame towers that are shooting at me are going to have ALL their attacks miss because i pop Vanish"

Call me a realist, but I think they focused too much on the Rogues ability to just magically vanish in an open field into absolutely thin air. Hiding should be the means of starting an attack and getting bonus sneak attack damage, after which point you're visible and just as vulnerable as everyone else, without being able to insta-hide again.

And siege (Being the most important hour in the day according to some people) already favors pretty much 2 classes, Any r/ combo, P/S.

Rogue = Hide-low blow-shadowstab-hide-tab-low blow-shadowstab-vanish-tab-low blow-shadowstab-vanish-tab etc.
P/S = Iceblade-tab-iceblade-tab-iceblade-bubble-tab-iceblade-iceblade-immune-iceblade-iceblade Etc.

But this random rambling gave me the thought, maybe instead of focusing so much on nerfing hide and vanish and the like, we should look at nerfing low blow XD


I don't see your point at all. If you're trying to say rogues shouldn't have Vanish work the way it's supposed because YOU think they're OP because of instant hide, your point is very weak.

3 errors in your post also:

Rogues who know what they're doing don't go low blow then shadowstab. It's shadowstab then low blow then wound attack. And personally I replace shadowstab with blindspot. Same effect but much stronger.

Secondaly, Escape doesn't take rogues of combat (does not say so in the description) so I am actually fine with being hit after Escape is popped as it didn't the hold the promise of leaving combat.

And... thirdly... rogues can't go into hide whenever they want. Yes, most of the times they can after it says "Leave Combat" but there are many situations where the leave combat won't show for up to 2 minutes. One example is when you're in front of the enemy castle and you get hit by a flame tower, you cannot go back into hide even when the flame tower stops hitting you. You'd either have to wait or run a significant distance away from the flame tower.
In addition, rogues that stay in party during siege war will receive party aggro and frequently won't be able to hide due to that. So no rogues can't hide WHENEVER they want to.

And if vanish did negate all lock-ons, like it's supposed to, and a rogue did charge into a field of 60 towers, and popped vanish... they would be stunned by an eye. Eyes in siege war will stun rogues after they pop vanish. Unless you're telling me that a guild that's sets up 60 flame towers won't set up an eye? LOL

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Wednesday, May 9th 2012, 10:39pm

I'm just going to say this here, I personally have no problem with Escape or Vanish, it works like it's supposed to for me all the time, Escape is my favorite skill in siege.

Also, the broken party dynamic is annoying, especially since even if you're not in a party if you're around someone who's in your guild at siege you can still get 'enter combat'.