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
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.
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.
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.
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.
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...
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.
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.
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